![]() ![]() A thick haze regularly floods across the scene, giving the impression of light scattering through the air. Shadow of the Tomb Raider also relies heavily on volumetric fog effects. Beyond that, the density of foliage is a huge step up from previous games in the series, with the gently blowing plants and trees greatly improving the general atmosphere. Basically, plants are now properly transmissive, meaning light passes realistically through leaves, while also exhibiting a realistic waxiness and specular sheen. ![]() It's extremely effective.Ī key advancement involves the interaction of light and foliage. With Shadow of the Tomb Raider spending most of its run time within dense forest areas, this wouldn't fly, so the team implements a new temporal anti-aliasing technique designed to clean up and eliminate shimmering across the game. Rise of the Tomb Raider is a beautiful game, but its basic post-process anti-aliasing could result in noticeable shimmering and pixel-popping, especially in foliage heavy scenes. This was a great match for a first-person immersive sim but with Tomb Raider it doesn't make sense to reinvent the wheel: Crystal's Foundation Engine returns then, this time with some new Montreal-developed augmentations. As it happens, this is a good thing for the title's technological credentials: Eidos Montreal has a lot of experience in engine development, having crafted the stunning Dawn Engine used in Deus Ex: Mankind Divided. Crystal is still involved as a support studio, but this is effectively an Eidos Montreal game. With Crystal Dynamics busy on its Avengers title, development duties for Shadow shifts to Eidos Montreal - the studio behind the most recent Deus Ex titles. Shadow of the Tomb Raider continues this tradition, presenting not just an evolution in technology - but subtle a shift in gameplay focus too for the rebooted series. From its initial outings during the 90s, through its issues early in the PS2 generation right up to its most recent resurrection, the series has evolved and changed to meet the needs of each new era. And with plenty more games set to support it (opens in new tab), it looks like Intel should be good in a good place come October 12 and the launch of its Arc A770 GPUs.Spanning more than two decades and produced by a succession of talented developers, the Tomb Raider series almost serves as a barometer of progress in the space of 3D gaming. Overall, this is an encouraging start for Intel's XeSS. ![]() ![]() Intel has also made the SDK for XeSS available on Github (opens in new tab). DLSS 3 only works with the new Ada Lovelace GPUs though, which limits its appeal somewhat. Of course, Nvidia has just announced DLSS 3 will launch with its RTX 40-series graphics cards, and that promises big things for frame rates. This also gives owners of AMD's RDNA 2 GPUs an option for higher performance too. The Quality setting produced a good final image and enjoyed a 17% bump in performance at the highest settings.įor comparison the DLSS Quality setting ups the performance by 25%, so that's still the better choice if you have an Nvidia GPU, and it's tough to see any difference between the final images. As far as quality is concerned, I saw no notable artifacts while benchmarking. ![]()
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