![]() ![]() Taking inspiration from PBR material pipelines, the material definition within the game was improved via refactored shaders and reauthoring of textures. Playing in HDR, players will notice increased colour definition particularly in the most bright and dark areas of the game. The end result is a dramatically smoother final image than in the original release, without any of the associated blurring that was evident in the legacy game.įor HDR support, we implemented a filmic tonemap, designed to remap the colour output of the game to the HDR colourspace. We coupled that with two post-processing anti-aliasing solutions – FXAA and SMAA. We added support for multi-sample anti-aliasing (MSAA) to remove jaggies from the edges of geometry. We implemented HBAO to handle screen-space AO which really helps pick out the finer shadowed detail in scenes. The original game had an SSAO implementation, but it was not very accurate and did not scale too well at higher resolutions. This had to work in conjunction with several different areas: anti-aliasing, ambient occlusion, increased resolution of textures, and HDR.įor ambient occlusion we took the original baked AO solution and re-rendered this at higher resolution. That meant we were able to instead devote time to the post-effects pipeline to give greater depth to the scene and help lift the image. ![]() The lighting in the original game was particularly good for its time, so did not need a widespread overhaul. We increased the capacity of the characters to move their brows, mouth, and nasal creases, as well as improving the skin shader, so as to expand their capacity to convey believable emotion. Increasing the fidelity of appearance meant animation needed to be redone or adjusted, particularly when the skeletons were upgraded to use 90 bones as opposed to the original 28. However, we found that increasing poly counts resulted in subtle, but compounding changes in character appearance, so considerable effort went into making sure the characters did not alter too much. The topology was reworked to allow more nuanced animation and avoid unsightly pinching. Most characters benefited from increased geometry to better define facial features, along with skin micro detailing via higher res textures to improve the overall visual fidelity and quality, in-line with modern titles. I think release of RDR1 depends on whether it's a remake, or remaster.In a game driven primarily by its characters, we knew from the outset that retaining likeness was a top priority. ![]() I would expect and announcement between 15 July - 30 August. Mafia II and III Definitive Editions rated in April: For example they rated a new LoL game on 16th January: and the game was announced one month later on 15th February: Īnnouncement november: to drop%2C loot%2C and,coming to PS4 next month.&text=Hey everyone%2C today we are,officially coming to PlayStation 4! I have been investigating a little bit about The Game Rating and Administration Committee of Korea and I think the games which have been leaked usually get announced like between 1 week or 2 months later. Hello! I am new here and I have been reading this topic since last week as like all you I am very excited about RDR remastered.
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