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No raytracing needed for the window interiors, it’s shader wizardry https://www.alanzucconi.com/2018/09/10/shader-showcase-9/ https://www.alanzucconi.com/2018/
by wlesieutre 3y ago
No raytracing needed for the window interiors, it’s shader wizardry
https://www.alanzucconi.com/2018/09/10/shader-showcase-9/ https://www.alanzucconi.com/2018/09/10/shader-showcase-9/
- dleeftink 3y agoAccording to Fitzgerald, ray/path tracing is used for interiors in the most recent release: [0]: https://youtu.be/fuu_wseJnIE?t=3m26s https://youtu.be/fuu_wseJnIE?t=3m26s
- ohhnoodont 3y agoInsomniac is incredible. I have great appreciation for studios willing to maintain their own engine and consistently push technological boundaries. Same with Remedy.
- imbnwa 3y agoWith the horsepower behind Alan Wake 2, Control 2 is gonna be nuts
- MBCook 3y agoThat was for the first, which needed to run on a PS4. Spiderman 2 uses a very different system.
- esperent 3y agoThis article is from 2018 and talking about the original Spider-Man PS4 game. And I think it's still wrong - as far as I know they used cubemaps for the interiors in that game. So I think this article is mostly just an ad for a Unity addon.
- wlesieutre 3y agoArticle gives examples of the cube mapping interiors https://forum.unity.com/threads/interior-mapping.424676/#post-2751518 https://forum.unity.com/threads/interior-mapping.424676/#pos... You’re right about the new one though, they’ve apparently gone to raytracing for Spider-Man 2’s windows. I wonder if they’ll stick to raytracing always enabled if they do a PC port of this one.