I'm really hoping this is "extremely light snow dusting" and not actual snow covered, because there is NO depth to it at all, the guy runs around and it looks just like a simple recolored texture on top, no depth to it at all.
When they talked about dynamic snow an dhow it "builds up" correctly I was hoping this meant snow would have depth and your feet, etc would actaulyl go into it rather then staying on top.
Since the GI article, I have tried to get people to understand that nothing has ever implied a "3D" or "volumetric" snow buildup in any of the information. I'm not saying there won't be. I'm saying there is no indication.
But for that matter, there are very few ways they could implement it on consoles. It would certainly not be "dynamic" in the way everybody has been using it. Dynamic only has ever meant NOT STATIC. Which means, the snow is NOT like Bruma where there snow is baked into the objects.
The "snow dusting" effect has actually been explicitly described in other magazines, which is in contrast to GI's artistic license and hyperbole.
With that said, there is SOME visual evidence for snow with actual volume. In the trailer there are two parts:
- The city at night
- The mountains at the very end
In the city, you can catch some snow drifts... One in the background and one in the foreground. If you look at the mountains closely at the end of the trailer, there is some "pop-in" in the crevasses on the mountain. Specifically, the mountain closest to the camera, with the ruins atop it. I only noticed the snow "changed" here because of the LOD pop-in. I have absolutely no idea if these are baked into the mountain meshes themselves, and as such what I was witnessing was just a transition between mesh LOD.
The other possibility is that they precompute all the static geometry with an algorithm, something like marching cubes (voxels), or something similar, which knows where to start filling in volume as it snows.
If that is the case, it is certainly not "dynamic" (how everybody has been using the word)... It is either precomputed, or even hand-placed, and does not react the way you think. You're not going to be kicking around snow, or making snow angels... You would need a particle simulation (and a supercomputer) for that.
The snow gets blown about,from the mountains,and even when the dragon takes off,it swirls snow.
That pretty dynamic to me.
Particle effects, bound to specific parts of the terrain. The "snow" cloud when the dragon takes off is attached to the dragon. It's actually dusty, and kind of tan/brown... And I didn't see any snow particles... it was a solid cloud. Also when the dragon lands (crashes) the cloud is very very brown even though it's on snow.