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When I worked in games, we'd render everything in engine. But we also rendered it at about 1/8 FPS and rendered it at 4k on a PS3. We'd step the engine one fram
by grogenaut 3y ago
When I worked in games, we'd render everything in engine. But we also rendered it at about 1/8 FPS and rendered it at 4k on a PS3. We'd step the engine one frame and render many tiles to get up to 4k, then step forward. We did this on recorded engine sequencing so we could do it over and over and change effects / times of day, etc between.
All this to say that just because it's "in engine" doesn't mean it's not cheating. This was also on PS3 dev kits which had double the ram and iirc a bit more horsepower.
Also almost all of this is cut scenes. Animation on those look good, facial mocap has come a long way. But that doesn't necessarily translate into good in engine animations during gameplay. Usually you turn off a lot of features of the engine for cut scenes. For instance we had a lot of issues with clothes shooting around in cutscenes because in between frames (cuts) we'd be moving the character from either <0,0,0> or just the other side of a door to where they were in this fame. This caused motion calculations to go off and cloth and other body parts wouldn't settle for a few frames.
To me it looks like they're about where they should be running on a top end PC in EoY 2023. What's always gotten me about GTA games is their driving is fun, the shooter parts no so much, especially indoors. I hope they cleaned that way up and the game will be a lot better. RDR2 was better at this than GTAV by a lot. I hope they make a similar leap. RDR2 was also visually stunning in many areas. Looks like they kept a lot of the lighting effects or expanded on them. The pink haze reminds me of the totally not memphis area in RDR2.
- nathanaldensr 3y ago> This caused motion calculations to go off and cloth and other body parts wouldn't settle for a few frames. The Witcher 3 did this a lot and it was always unnerving.