They did say that they revamped vegetation. In 2013 reveal trailer grass didnt react to NPCs or Geralt moving through it, it was static. Now it reacts to people, creatures, wind and more, but doesnt look as dense as before. Vegetation displayed in pics you posted might no longer exist.
I remember that the grass in second picture (with wolves) was moving in the footage, it could be scripted movement I don't know but it had some movement and not completely static, it's a pity if they had to compromise grass quality to that extent in order to make it more collision friendly. Many games including Dragon Age Inquisition, Shadow of Mordor sports a semi interactive grass such that it will make some scripted movement once the character pass through it. Still it looks great so far and probably much better on ultra. Hopefully modding can do wonders as well.
you've got a good eye. sir !!! :hatsoff:
2013 Debut Trailer : static
Can you tell us please a little bit more about what ultra settings bring to foliage ? What changes can we expect comparing to high settings ? Will there be huge differences ?
Please, give was a little feedback on that. I know what are the differences technically. I know that there is Hairworks, HBAO+ etc, but I'm just asking about pure visuals. What changes do you see, when you look at the the Witcher on ultra?
......what the hell are 3D textures
Three-dimensional (3D) textures are images made to replicate real-world textures, such as the veins on a leaf or fur on an animal. Many 3D textures look like two-dimensional (2D) textures when viewed head-on, but there is a major difference between those two.
3D texture works like regular texture. But it is truly 3D. 2D textures has UV coords, 3D has UVW. Texture coords are unit cube (0 - 1, 0 - 1, 0 - 1).
- volumetric effects in games (fire, smoke, light rays, realistic fog)
- caching light for realtime global illumination (CryEngine for example)
- scientific (MRI, CT scans are saved into volumes)
I get what you're generally referring to, volumetric effects that are essentially 'rendered in a box' so to speak - don't clip through other objects or the ground or appear flat when looked at from the side, but what are you referring to in the case of those screenshots?volumetric effects in games (fire, smoke, light rays, realistic fog)
They're textures that are 1D better than 2D textures.