The first change is in terms of lighting, where we get full support for ray-tracing support for global illumination and shadows. And the second change is that the engine has been made to be a lot more flexible than before. Since Forspoken is the Luminous Engine’s first multi-platform release (it releases for PC at the same time) for current-gen hardware, it needs to account for a ton of system configurations both on the highest end and the lowest end. So, the game needs to scale accordingly with respect to performance for those variations. This is why it isn’t surprising that Forspoken on PS5 gives players a total of 6 graphics modes to choose from. The engine also seems more robust than before in terms of handling tons of visual effects at any given time like alpha particles and Forspoken makes good use of that with a combat system that’s heavily reliant on such visual blemishes for its appeal. On the same note, character models seem to have high polycounts.
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