Ovaj engine je neverovatan. Jedan ovakav tech demo nam je podario fenomenalni Heavy Rain, mogu zamisliti sta ce sa ovim da naprave.
i isplivao podatak da ovaj demo je full real time, nema prerenderinga, i sto je jos bolje, koristi sam pola graficke memorije (4gbDDR5)
_The demo, that has absolutely no pre-rendering, post production or video inserts, represents only the first iteration of Quantic Dream’s development cycle for the PS4, and while it runs between 30 and 90 fps (the frame rate wasn’t optimized yet), it does so at native 1080p resolution, textures included. The developer still didn’t have access to full PS4 development tools, so they had to make do with the same PS3 development pipeline used for Beyond: Two Souls “shoving in a bunch of high-fidelity assets”.
The set alone is made of a whopping one million triangles, and the volumetric lighting is completely dynamic between “movie” conditions and “studio” conditions. It can be switched at will within a single frame. The most impressive part? It only uses four of the eight gigabytes of GDRR5 RAM under the hood of the PS4.
Maurice the Goblin is made by 67,000 triangles, 40 different shaders, 150 Megabytes of texture data, and can be defined a CG-quality model despite running in real time. He has 388 different bones in his “body”._
Nisam ni sumnjao da je demo real time poucen iskustvom Heavy Rain-a. I kada je izasao onaj demo sa ribom za ps3 svi su mislili da je fake, ali kada je izasao Heavy Rain grafa je bila jos bolja. Tako da ne sumnjam da ce grafika u njihovoj igri za ps4 biti bolja nego u ovom demou.