and not even the same place and weather xDLooks like a different time of day.
and not even the same place and weather xDLooks like a different time of day.
Wut?It's gone from Beast to puppy.
In the old footage, the fires are the only light source, while in the newer one, it seems that there might be some strong moonlight apart from the fires.Looks like a different time of day.
The Quest Designer states that this is a "older press build" and is indeed bugged out. Both the popping in of NPCs and the child is already fixed, but the demo rigs do not get the newest build - as there are several build a day due to optimisation. So they stick with a old but stable one.Quote Originally Posted by DukeAlmighty View Post
Anyone know whats the deal with NPC popin in this video ?
https://www.youtube.com/watch?v=oI020ktIaVA
At minute 30:40? that spot is bugged, look at the kid playing with sword.
Footage does look beautiful though i must admit.At minute 30:40? that spot is bugged, look at the kid playing with sword.
Its not hyperbole its my opion the evil feeling of power is now gone. It was dark evil.. and the 2nd one looks well .. no impact, even the camera angle is poor.Wut?
How about you reign in that hyperbole.
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In the old footage, the fires are the only light source, while in the newer one, it seems that there might be some strong moonlight apart from the fires.
It could also be close to dawn, who knows, they might have changed it because of reasons.![]()
I see what you mean. Before Eredin looked like a torturer from hell and now he just comes of as a Skull Knight cosplayer. They should have at least kept his cape to make him appear more "Kingly". He can just toss it away before battle should it get in the way.Its not hyperbole its my opinion the evil feeling of power is now gone. It was dark evil.. and the 2nd one looks well .. no impact.
And fair enough. It would be good if you were...clearer and more explicit when you say things like "Beast to puppy", otherwise it looks inflammatory and, well, flamebait.Its not hyperbole its my opion the evil feeling of power is now gone. It was dark evil.. and the 2nd one looks well .. no impact, even the camera angle is poor.
I like the new footage, it looks more realisticI normally hate downgrade brigades... but seeing this just makes me a bit concerned:
http://gfycat.com/NaturalImaginaryBlueandgoldmackaw
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Yah I agree 100% with you, there has been some changes and the game does not look as good as those comparison shots. I dont care what anyone says..Hi guys! Remember me?? Good to be back!!
Wow, much downgrade talk here! Some things definitely changed, and I am looking forward to some ENBs, but it still looks gorgeous. But, I have a few questions for you guys!
Not going to claim downgrade, but I was wondering if you guys could help me with finding the correct terms for some of these things I noticed.
I have been looking over some of this gameplay and noticed that it looks beautiful..but I haven’t noticed many godray effects during the day.
Well..hm..let me try to elaborate.
In the e3 footage, https://www.youtube.com/watch?v=BivVXw-NLTw
I think on xbox one, there is a ton of ambient light. It shines on the ground, making little reflections in the water, and making Geralt’s hair almost “translucent”.
But, in this recent footage, much of the time, the lighting, although it is improved in general, doesn’t seem to “penetrate” surfaces. Sorry if it sounds like I am claiming anything negative.
In the open world gameplay footage, during the VERY FIRST few frames of gameplay, it kinda “fades in” with a bright flash, you know. It makes an image that looks like this: View attachment 13375
And I’m like WOAH, it looks so much like this!: View attachment 13376
Cuz of all the lighting in the trees. But then the flash fades and its like: View attachment 13377
And it makes me think, “Oh, it was just a video effect. Where is that lighting? It isn’t as pronounced. Where are the clouds around the mountains?" AND the water doesn’t look like its reflecting the sky properly. The water looks really dark. But in that screen from the debut footage, the water in the valley accurately reflects the bright sky.
Is there no more volumetric lighting/rays? Or am I just insane and stupid?
Also, where are the volumetric clouds swirling around mountains? Haven’t seen them in recent footage?
I really don’t want to sound like a negative jerk, especially in the midst of all this other negativity, but I am just curious. Any explanation would be helpful!
Summary-
Wondering if the volumetric lighting that creates bloom and lighting in the trees is still there, as well as the volumetric explosions, clouds and smoke?
Why does the water look so dark? Shouldn’t the reflection look lighter, like the sky?
Where are the blood effects? Why does Aard no longer affect water and create currents?
Once again, SORRY if I sound negative.
I just want to..well, I am curious!!!!
Please don't freak!
Which particular thing do you mean? There will be a lot of rendering and post-rendering options that people can turn on or off as needed, but if you're talking about something like volumetric fog, then from what has been said it's just too high a resource hog. At some point, the developers do need to decide whether or not it's worth investing a lot of time and money pre-release in adding a feature that drops the framerate too low even on high-end gaming PCs. They are, after all, making a game, not a movie.So what's the definition of Post-Processing? Why can't we have that thing in games as an option or turned on in certain scenes or whatever? For example on that village on fire scene.
Oh alright thanks... Well I didn't really mean the smoke as I heard it relates to volumetric fog or something and was removed, right?Which particular thing do you mean? There will be a lot of rendering and post-rendering options that people can turn on or off as needed, but if you're talking about something like volumetric fog, then from what has been said it's just too high a resource hog. At some point, the developers do need to decide whether or not it's worth investing a lot of time and money pre-release in adding a feature that drops the framerate too low even on high-end gaming PCs. They are, after all, making a game, not a movie.
Oh, and post-processing is just a name for something added after the render. Sharpening, vignettes, colour filters, stuff like that.
Volumetric fog was never there, it was just that some people saw fog and smoke in the early videos and assumed it was volumetric. It wasn't, it never has been. Volumetric clouds were cut-back, because of resource usage.Oh alright thanks... Well I didn't really mean the smoke as I heard it relates to volumetric fog or something and was removed, right?
The fire itself looks just so real, even better than real, what did they do to make it look so good and real? Comparing to the recent footage where fire looks really low res and well quite bad tbh...
That's a lot of questions and there's a lot of different things to talk about to give you a satisfying answer. I don't claim to know exactly what's what and I might be flat-out wrong on many things. That being said, I've been asking myself the same questions since the youtube embargo lift, so here goesWow, much downgrade talk here! Some things definitely changed, and I am looking forward to some ENBs, but it still looks gorgeous. But, I have a few questions for you guys!
Not going to claim downgrade, but I was wondering if you guys could help me with finding the correct terms for some of these things I noticed.
The godrays and bloom are still in the game, but both appear to have changed and also have been toned down either in the regions we have seen or for realism.I haven’t noticed many godray effects during the day.
Well so do we, welcome to the partyBut, in this recent footage, much of the time, the lighting, although it is improved in general, doesn’t seem to “penetrate” surfaces. Sorry if it sounds like I am claiming anything negative.
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And it makes me think, “Oh, it was just a video effect. Where is that lighting? It isn’t as pronounced. Where are the clouds around the mountains?" AND the water doesn’t look like its reflecting the sky properly. The water looks really dark. But in that screen from the debut footage, the water in the valley accurately reflects the bright sky.
The blood effects are actually glitched in the youtuber's build. There was a vid where you can see the blood decal on the ground for a second before it disappears. This has been fixed afaik. Aard also still does affect its physical environment. Which is a lot now that grass and foliage are physical entity as well (which is awesome).Where are the blood effects? Why does Aard no longer affect water and create currents?
For the water it's a mix of the viewer's angle of incidence and art direction. Tessellation and screen-space reflexions are still in there. See https://youtu.be/94R0Ji39E68?t=3m41s for example.Why does the water look so dark? Shouldn’t the reflection look lighter, like the sky?
There never was a real volumetric lighting/media per se like Shadowfall or Lords of the Fallen. Jose's words on the topic have been twisted (by myself included). He was referring to the clouds and their cast shadows which have always been shown as a semi-volumetric technique, even at VGX/E3. He wanted to do a proper physical simulation. Other effects also aren't volumetric but rather old tricks. Regarding the clouds and smoke, it's a coin toss for me. The renderer is forward+ so it should be able to handle lit soft particles without difficulty. I don't know, I haven't watched all the youtuber's videos in order to find one with the fires and king of the hunt.Wondering if the volumetric lighting that creates bloom and lighting in the trees is still there, as well as the volumetric explosions, clouds and smoke?
Still in but depending on time of dayAlso, where are the volumetric clouds swirling around mountains? Haven’t seen them in recent footage?