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tonizito
VIP Member
Posts: 51442
Location: Portugal, the shithole of Europe.
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Posted: Tue, 22nd Mar 2016 19:49 Post subject: |
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raven_g20 wrote: | http://www.dualshockers.com/2016/03/20/deus-ex-mankind-divideds-biggest-levels-size-and-tech-revealed-temporal-aa-improved-tressfx-and-more/
Quote: | Eidos Montreal has a Labs department that focuses on research and development of technology for multiple Square Enix studios and games.
- The Dawn Engine is a heavily modified version of IO Interactive’s Glacier 2 engine.
- The following middlewares are being used for Deus Ex: Manking Divided:
Umbra
PhysX
APEX
Bink
Scaleform
FMOD
Nav Power
- Deus Ex: Manking Divided uses Tiled Lighting, with Deferred randing for opaque surfaces and forwad lighting for transparent surfaces.
- The team developed an anti-aliasing solution using a temporal algorithm. It fixes a lot of the specular flickering and smooths out the small details in objects.
- A temporal solution was also used for ambient occlusion. The ambient occlusion is computed at half resolution and then upsampled over multiple frames.
- For reflective surfaces the team used screen space reflections with a fallback on localized cubemaps.
- Global illumination for indirect lighting used spherical harmonix baked offline. Opaque surfaces use per pixel lighting, and the probes are placed with variable density over
multiple levels.
- The technology for hair has been developed by the studio’s Labs department, and it’s an improved version of AMD’s TressFX.
- The game will include both indoor and outdoor locations. The maps are pretty big, but not as big as in open world games. Yet, they’re very dense. The biggest level is one square kilometer in size, and includes 300 million polygons.
- There are a lot of dynamic objects, and between 10,000 and 80,000 objects at any given time. Not all of them are rendered at the same time, only the visible ones.
Global illumination, which is baked offline, uses hundreds of thousands of lighting probes. |
| No nderpworks in sight, good
boundle (thoughts on cracking AITD) wrote: | i guess thouth if without a legit key the installation was rolling back we are all fucking then |
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Posted: Tue, 22nd Mar 2016 20:12 Post subject: |
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Quote: | a heavily modified version of IO Interactive’s Glacier 2 engine. |
Let's hope it is indeed heavily modified.. I mean.. hitman is built on this engine..and.. yeah..you know
fuck this shit
fuck this shit
Good news.. At least performance hit when having this enabled will be minimal.
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1) Lenovo Legion 7 (AMD Ryzen 7 5800H, RTX 3080 16Gb, 32Gb DDR4, SSD 1TB +2TB
2) SFFPC (streaming via Moonlight+ Sunshine)
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Posted: Tue, 22nd Mar 2016 20:14 Post subject: |
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h0rnyfavn wrote: |
fuck this shit. |
Seriously. I'm fucking sick of that godawful codec and its ugly-as-sin prerendered scenes. Bring back in-engine realtime rendering, ffs! The quality (and complete tone/aesthetics shift) difference between DXHR's Bink cutscens and the in-game live cutscenes was shocking... to a degree where I'm genuinely stunned how any developer could put that out without feeling deep shame.
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Posted: Tue, 22nd Mar 2016 20:22 Post subject: |
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Why don't they just use a proper codec?
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Posted: Tue, 22nd Mar 2016 20:27 Post subject: |
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Mister_s wrote: | Why don't they just use a proper codec? |
coz of potatoes 
1) Lenovo Legion 7 (AMD Ryzen 7 5800H, RTX 3080 16Gb, 32Gb DDR4, SSD 1TB +2TB
2) SFFPC (streaming via Moonlight+ Sunshine)
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Posted: Tue, 22nd Mar 2016 20:27 Post subject: |
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The use of Bink doesn't mean the cutscenes are prerendered, it could be used for videos on TVs and such.
TWIN PEAKS is "something of a miracle."
"...like nothing else on television."
"a phenomenon."
"A tangled tale of sex, violence, power, junk food..."
"Like Nothing On Earth"
~ WHAT THEY'RE TRYING TO SAY CAN ONLY BE SEEN ~
http://www.youtube.com/watch?v=CHTUOgYNRzY
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Posted: Tue, 22nd Mar 2016 22:02 Post subject: |
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What @consolitis said.
Enthoo Evolv ATX TG // Asus Prime x370 // Ryzen 1700 // Gainward GTX 1080 // 16GB DDR4-3200
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Posted: Tue, 22nd Mar 2016 22:04 Post subject: |
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consolitis wrote: | The use of Bink doesn't mean the cutscenes are prerendered, it could be used for videos on TVs and such. |
It's an educated guess to assume that it will most definitely be used for cutscenes, just like it was for DXHR and Thief 4. Just like it is for the staggeringly overwhelming vast majority of all games that use Bink.
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Posted: Wed, 23rd Mar 2016 09:45 Post subject: |
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Probable reason for bink:
Quote: | For the sake of consistency with the in-game visuals, the FMVs in Killzone 3 are generated entirely by the engine, rendered offline, then encoded using the Bink compressor.
"We could have cheated and oversampled them or do something else to make them look fancy, but it would defeat the purpose - people would notice and it'd drag them out of the game," adds Michiel van der Leeuw. But why choose Bink as the codec of choice bearing in mind its sub-optimal performance in so many games?
"Because we have the entire game streaming in data while we're showing the movies, we have to be very light on CPU usage and we have only very little memory to spare. Often games play movies when there are no game assets loaded, we play movies when all of the assets are loaded," he says.
"The more popular h.264 profiles require large buffer sizes, to deal with VBR or for reference frames. To use h.264 we'd have to drop down to a simpler profile and probably write a player which is optimised for our particular use, instead of quality and speed. In the end, Bink fares pretty well compared to other codecs when they're starved on memory and it was easy for us to integrate." |
http://www.eurogamer.net/articles/digitalfoundry-the-making-of-killzone-3?page=3
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JBeckman
VIP Member
Posts: 35021
Location: Sweden
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Posted: Wed, 23rd Mar 2016 10:05 Post subject: |
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Bink V.2 should be better now too, although yeah it's still usually the same poorly compressed obvious cutscenes in most games (To save in file size I suppose.), Division uses it pretty well though with in-game cinematics and then commercials (Electric billboard signs and such in the city.) and a few other animations are done via bink videos.
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Posted: Wed, 23rd Mar 2016 11:13 Post subject: |
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I have always wondered why the hell game cutscenes are so fucking badly compressed, its like watching some 480p youtube video.
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Posted: Wed, 23rd Mar 2016 11:18 Post subject: |
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The answer is as it always is, consoles. Got to make shit tiny enough to run on crippled hardware. And of course there is no need to make a higher quality version for PC, just port that console content straight across unchanged.
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Posted: Wed, 23rd Mar 2016 12:12 Post subject: |
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On the other side i wonder why they not do those cutscenes scripted ingame.
Even on lowest graphical settings i bet it would still look better than those low-res videos.
And if my understanding is correct, those videos would just be some Kbytes in size, as they just consist of scripts.
Enthoo Evolv ATX TG // Asus Prime x370 // Ryzen 1700 // Gainward GTX 1080 // 16GB DDR4-3200
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Posted: Wed, 23rd Mar 2016 12:59 Post subject: |
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- If you play a video instead of rendering real time you can load the next level in the background and effectively have no loading screens.
- If your cinematic must jump from one location to some other, that might not possible to fit in PS360 RAM to render real time without a loading screen.
- Fade ins, outs, zooms, etc might not be supported by the engine.
- Blood, tears, etc might not be supported by the engine.
and more.
TWIN PEAKS is "something of a miracle."
"...like nothing else on television."
"a phenomenon."
"A tangled tale of sex, violence, power, junk food..."
"Like Nothing On Earth"
~ WHAT THEY'RE TRYING TO SAY CAN ONLY BE SEEN ~
http://www.youtube.com/watch?v=CHTUOgYNRzY
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Posted: Wed, 23rd Mar 2016 13:41 Post subject: |
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Also considerably less QA. If you render it once and it looks good you are finished.
If you are doing them realtime you'll spend time debugging the cases in which the gun doesn't spawn, physics go awry, the character is stuck in the environment etc stuff which WILL happen once every 5 or 10 or 50 times you run it until you smooth everything out.
So sometimes they use videos because they don't have the time and resources to work on getting them perfect in real time. Specifically for DX:HR in the commentary they said their goal was to have them be in realtime but technical difficulties and time constraints forced their hand.
TWIN PEAKS is "something of a miracle."
"...like nothing else on television."
"a phenomenon."
"A tangled tale of sex, violence, power, junk food..."
"Like Nothing On Earth"
~ WHAT THEY'RE TRYING TO SAY CAN ONLY BE SEEN ~
http://www.youtube.com/watch?v=CHTUOgYNRzY
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Posted: Thu, 31st Mar 2016 13:20 Post subject: |
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Posted: Thu, 28th Apr 2016 18:22 Post subject: |
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Spoiler: | graphics not as good as i remember |
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prudislav
VIP Member
Posts: 29148
Location: The land of beer and porn
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Posted: Thu, 28th Apr 2016 18:32 Post subject: |
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Looks cool ... love to have my city in it Too bad it will most likely be Mankind Denuvoed
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Posted: Thu, 28th Apr 2016 18:41 Post subject: |
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It looks detailed, but the textures don't look very crisp. It's just concole footage though. Did they give info about the hubs? How many and how big etc.?
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Posted: Thu, 28th Apr 2016 19:02 Post subject: |
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Comparing the original unveil to this definitely strikes me as a repeat of the Watch Dogs vertical slice versus release downgrade.
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Posted: Thu, 28th Apr 2016 19:23 Post subject: |
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I just hate having to add another 6 to 10 months to that date on the end of the video. I mean come on, no way it doesn't get delayed. At least till Christmas.
Asus, B550, 3700X, 3060, 32GB.
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Posted: Thu, 28th Apr 2016 20:19 Post subject: |
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It's 28€ on cdkeys...thinking about grabbing it.
Rig: i7-5820k, MSI X99 Plus, Corsair 16GB DDR4:3000, Inno3d GTX 1080, Samsung 850 Pro 512GB, Corsair 850i PSU, AOC G2460PG.
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Posted: Thu, 28th Apr 2016 20:29 Post subject: |
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The downgrade sure is strong with the ingame graphics.
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