Digital Foundry has released a technical analysis video of the expected work “Starfield”, with some interesting details «doope! Domestic and foreign game information site

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Bethesda Game Studios’ expected work “Starfield”, which introduced a lot of details revealed from the gameplay video the other day and interview information of Mr. Todd Howard, is a new analysis video focusing on the technical side of the video unveiled by Digital Foundry. publish. Some details have been talked about.

Analysis video of “Starfield” released by Digital Foundry

Reference: Unveiling video of “Starfield” released the other day

■ Main overview of “Starfield” video reported by Digital Foundry

  • The rendering resolution of the in-game video is native 2160p (1080p where Todd Howard appears). The gameplay sequence looks sharp, but it seems that antialiasing has not been applied at this stage. As with FO4, TAA has already been applied to cinematic cutscenes.
  • In the outdoor environment, shadows are also applied to objects that are far away, solving the technical technical challenges of “Halo Infinite”.
  • Locally volumetric fogs have been introduced in the valleys of the planet’s surface, which is extremely effective. Atmospheric and sky rendering is also very high quality, but due to the low bitrate of the video, it’s hard to tell at this point whether it’s a volumetric technique or just a skydome.
  • Not only has the pop-in of objects on the surface of the planet been minimized, but the LoD has also been improved, with distant details drawn in detail.
  • In the indoor environment, the shadows are clearer, creating a DOOM 3 -like atmosphere. Compared to FO4, the quality of the indoor environment has improved dramatically, but this gameplay video lacks reflection expression (compared to the teaser trailer that had real-time ray tracing reflections), and RT reflections. There is no evidence of ray tracing or screen space reflection, and the cube map is slightly visible.
  • Weapons, characters, and animations are of very good quality, a breakthrough improvement over FO4, but no object-based motion blur has been applied at this stage.
  • Subsurface scattering is applied to characters with significantly improved quality. However, at the moment, it is only seen in the ears, and the normal map is overemphasized for other skin, and appropriate subcutaneous scattering does not occur, so future improvement is expected. Digital Foundry also reports that the tear bag geometry picks up a little too much light and needs to be tweaked.
  • Digital Foundry also points out that there is a quality problem with indirect lighting in indoor environments. In other words, the indirect light reflected from the object is not seen, and the dark areas are uniformly gray. The expected solution is global illumination with real-time ray tracing, but there are cost issues in terms of performance. On the other hand, the conventional baking method using a probe may cause the data to become bloated considering the existence of more than 1,000 planets, and there are expectations for future efforts on how Bethesda Game Studios will handle this problem. Where it hangs.
  • Regarding the performance, since the video itself is encoded at 30 fps, details are unknown at this stage, but in some scenes it can be confirmed that it is below 30 fps, and there are expectations for future development, optimization, and brush-up. It hangs.
  • Digital Foundry cites urban loading as a concern. The traditional Bethesda Game Studios work separated the big cities by roads and the small towns transitioned seamlessly, but at this stage, the loading specifications for the city and outdoor environment of “Starfield”, which introduces the largest city in the history of the studio. Has not been presented. Expectations are high for technological evolution that allows us to move from the surface of the planet to the big cities without sandwiching the loading screen.
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