» Tue Jul 26, 2011 11:07 am
- Godrays There are screenshots on www.elderscrolls.com that have clearly visible Godrays, so, no worries there
- Ssao (Screen space ambient occlusion, a technique that shadows the screen realistically) svcks a significant number of frames from a game's performance, and doesn't really make a game look that much better.
- Full, dynamic shadows system, with a shadow lod, allowing for distant objects, or mid range objects, to also cast shadows.
It seems that Skyrim has such a system. If the graphics options are anything like they were on the PC for Oblivion, there will be an option for increasing the distance at which shadows are rendered
- Tessellation, and steep parallax on the environment. A lack of tessellation is regrettable. However, it has not really been used well in the past, and to be honest, the hardware really hasn't arrived yet in terms of making tessellation fesable when used frequently in a given scene (it usually brings the frame rate very low). As far as steep parallax goes, I think they should include it. There really isn't any reason not to.
- A high texture resolution Agree x(1/0)
- A more comprehensive culling system, enabling more distant buildings and objects to be viewable at a long range.culling is the removal of geometry from a scene, either because it is too far away, or behind the camera, that sort of thing. I'm going to assume you know this, but it is misleading when what you really mean is a system that does *not* cull distant buildings and objects as often. (given beefier hardware, this problem could very well be solved by tessellation.)
- A fully reflective, high definition water system, involving tessellation for waves.Using tessellation to render water is like killing an ant with Optimus Prime. There is no need for such an advanced technique. Remember: tessellation is really used for dynamically increasing the geometric detail as you get closer to a given object (and vice-versa). A simple vertex shader is all that is needed. Besides, tessellating that much geometry in real time (an entire lake) is frame rate suicide
- A reflective surface system for rain and snow. Very easy to implement, sounds good to me.
- A more comprehensive world lighting system. Making everything look less plain. I really have no idea what you mean here. After all, they have real time dynamic world lighting. I think you might want different fragment shaders, but I'm not sure.
- Cloud Shadows. Sounds awesome
- Grass that moves as you walk through it. Features like this make me giddy. Would really like it if this were in the game.
- Soft Particles. The fog on the mountains and the fire effects from the e3 demo look pretty damn soft to me.