![]() The other big boosts are in the gameplay, as the lighting design works much better with the sheer wealth of shadows, particularly since some jump scares and tells in the game are designed with Ray Traced shadows in mind. The way light casts across faces is so good, making it one of the main reasons that the game has such a high-quality CGI look and feel. Darker areas now contrast better with the light, and shadows cast right off into the distance, whereas in Performance mode, they can pop in close to the camera and cast no shadows off into the middle and far distance. The accuracy here is incredible as light and shadow now react more realistically, and less light bleeds through geometry. They not only dramatically increase the amount of shadow casting light sources within a scene, they also allow smaller objects to now cast shadows. This mode has two main boosts, Ray Traced Shadows and Reflections, with the shadows running on both Series X and PS5. In isolation they may seem like only a small boost, but due to the core cinematic and atmospheric design the game has, they are the biggest reason the game pulls off possibly the most impressive real-time character models in games thus far. It supports both DirectX 11 and DirectX 12 to enable older GPUs to run the game, but without DX12 you will miss out on the ray-traced reflections, shadows, and translucent surface refractions. The Quality mode is where all the new features stand out, being a great example of how the team has integrated elements of the later Unreal Engine 5 into this Unreal Engine 4.2 game. Due to its dark look, gritty world, gore, and violence, this is a game that benefits greatly both from the Film Grain, which can improve perceived sharpness of the image, and the superb Per Pixel Motion Blur that assists greatly in the fully real-time cinematics, often convincing you they are genuine offline renders from only last generation. The game also supports FSR 2.1, with the caveat that this could be what the consoles are using, and the dynamic scaling could be higher or lower. ![]() The image treatment here from that lower base is staggering, and I would not be shocked to learn that the team that has built or enhanced this with their own custom resolve and AA pass, as it can easily pass as 4K aside from some high-contrast areas that can be slightly unstable from the jittered rendering resolve it uses to up-sample. ![]() This is then improved, I suspect, by Unreal Engine’s TAAU to up-sample that back to 4K as often as possible. The PS5 and Xbox Series X both have two modes: one is the default, which you could call a Quality mode or Ray Tracing mode, which runs at 30fps and has a dynamic scaling resolution with counts ranging from 3456x1944 to 2304x1296, effectively 90% to 60% of 4K. But before I get into that, I need to note that while the game is cross-generation, our review code only had access to the new-gen consoles and later the PC version. Striking Distance is a relatively small, and certainly new studio, filled with a mix of veterans and new members who have collaborated to create one of the most forward-looking games of this generation. The Callisto Protocol is a game with a myriad of inspirations and references within its design, but on the technical front it is most certainly a leader.
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