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That screenshot does not look rendered in game, and no idea what the resolution is - at least not by an Xbox One. If current games are indistinguishable from si
by sk0g 4y ago
That screenshot does not look rendered in game, and no idea what the resolution is - at least not by an Xbox One. If current games are indistinguishable from single-frame renders that take minutes if not hours, I'd say that's a massive win!
This looks more like the actual in-game rendering: http://cdn.themis-media.com/media/global/images/library/deriv/997/997367.jpg http://cdn.themis-media.com/media/global/images/library/deri...
What stands out to me is the low resolution textures everywhere, obvious seams between terrain and assets (runtime virtual texturing resolves that), light seams which have odd seams, and the entire ambience being vaguely similar to how light acts, but not really - primarily the lack of bounce lighting affecting anything. With the move to HDR, the more binary lighting of previous games looks weird too now.
Contrast that with the rich detail in lighting you can see in Fortnite's new update - https://i.redd.it/g2wqe10no44a1.jpg https://i.redd.it/g2wqe10no44a1.jpg
Nanite, especially foliage, is something you have to experience for yourself though. Foliage pop-in not being so stark and alarming is huge for me, and the rich lighting capabilities improves immersion massively.
Regarding assets, high polygon assets have been created for ages too, but were never actually brought in to games. You bake those details into your normal maps, but with Nanite you can just bring them into games, and get the full detail when the player is up close to them. When games can fully embrace Lumen and Nanite, the developer iteration improvement will be huge.