The Graphics Technology of Fallout 4

Direkt sa Bethesdinog sajta, vjerovatno njihov neki vid odgovora na kritike u poslednjih par dana. Mogu reci da dosta bolje izgleda na ovim njihovim screenshotima nego na onim sto smo vidjeli do sad, ako su realni. Da ne duzim, evo teksta ( i pokoja slika ) :

The hardware we play games on continues to advance at a rapid pace with exciting new graphics features. Our Creation Engine has evolved to incorporate this new technology in order to empower the artists and designers at Bethesda Game Studios to create an immersive new world. The tech team here is closely aligned with the art team, and together we carefully selected each individual feature based on specific artistic and performance goals we wanted to achieve in creating this world.

The first thing we did after Skyrim was to enhance the Creation Engine’s graphical core by adding a physically based deferred renderer. This new renderer allows us to add many more dynamic lights to every scene, and paint our surfaces with realistic materials. We want objects and characters in the world to feel tactile and grounded, and a big part of that is ensuring that these materials are distinct – that metal reflects light in a distinct manner from wood, for example.

As always, our world features fully dynamic time of day and weather. To create that volumetric light spilling across the scene (sometimes called “god rays”) we worked with our friends at NVIDIA, who’ve we worked with dating back to Morrowind’s cutting-edge water. The technique used here runs on the GPU and leverages hardware tessellation. It’s beautiful in motion, and it adds atmospheric depth to the irradiated air of the Wasteland. Like all the other features here, we’ve made it work great regardless of your platform.
When a rain storm rolls in, our new material system allows the surfaces of the world to get wet, and a new cloth simulation system makes cloth, hair, and vegetation blow in the wind.

The player can go anywhere in the world at any time of day, so we added dynamic post-process techniques that enhance the vibrancy and color of our scenery for maximum emotional impact. Our virtual cameras received a major upgrade as well. We’re not going to spoil every improvement we’ve made, but for those of you who enjoy the technical details, here’s a sampling of what we’ve added to the latest version of the Creation Engine:

  • Tiled Deferred Lighting

  • Temporal Anti-Aliasing

  • Screen Space Reflections

  • Bokeh Depth of Field

  • Screen Space Ambient Occlusion

  • Height Fog

  • Motion Blur

  • Filmic Tonemapping

  • Custom Skin and Hair Shading

  • Dynamic Dismemberment using Hardware Tessellation

  • Volumetric Lighting

  • Gamma Correct Physically Based Shading

If you’re not sure what all of that means, don’t worry. What’s important is how this technology comes together with the art and gameplay of Fallout 4 to create a dynamic, immersive experience – no matter your gaming system. We pride ourselves in being a highly collaborative team, always balancing graphics, gameplay, art, and performance. We hope that when you get a chance to play the game on November 10, you’ll agree.

A videcemo za koji dan jbg, samo nam to preostaje. Samo ili lazu ili su ovo slike sa PC-ja jer one prve slike sa konzola ne mogu da se porede sa ovim.

Ovo je PC, ne mogu konzole ovo da izguraju. Pogledajte samo kucu sa desne strane na poslednjoj slici i osvjetljenje.

video sam slike sa high end pc-ja i igra ne izgleda nista posebno za danasnje standarde. daleko od toga da izgleda lose, but still.

Vidjeli smo i mi, bile okacene u MT ja mislim, i stvarno ne izgledaju nista posebno, al’ kao sto smo pricali postavlja se odredjena sumnja da ono zapravo nisu screenshoti sa ultra podesavanja. U fazonu razlikuju se mnogo od bethesdinih screenshota, pogotovo osvjetljenje, pa je moguce da

  1. screenshoti nisu ultra, jelte
  2. bethesda ima bullshote :smiley: