A Plague Tale: Innocence

Try disabling post-processing or bringing it down as low as possible in the graphic options.
It's extremely aggressive in this game.
I thought it looked so much better when very low or even off.

I can't seem to finish this game. The camera movement makes me wanna puke every time.

I just realized the thread is about A Plague Tale while both my posts above were referring to Hellblade.
Auto-facepalm :o
 
I just finished this. The auto aim assist didn't work well with trying to play the game fast. Game plays better when you take it easy.

For it being mostly static lighting, the graphics are fairly amazing in this. Cannot believe more people had not thought about baking global illumination into textures.

Really liked the music too.

Apparently they announced a follow up game this year. Guess I'll create a thread about that.
 
I just finished this. The auto aim assist didn't work well with trying to play the game fast. Game plays better when you take it easy.

For it being mostly static lighting, the graphics are fairly amazing in this. Cannot believe more people had not thought about baking global illumination into textures.

Really liked the music too.

Apparently they announced a follow up game this year. Guess I'll create a thread about that.

PS5 version has HDR, too, but I can't be arsed replaying all the stuff I have on PC already.
 
Cannot believe more people had not thought about baking global illumination into textures.

What is this global illumination into textures thing you are talking about?

Global illumination using precalculated textures maps has existed for over two decades. Many games use this.
 
PS5 version has HDR, too, but I can't be arsed replaying all the stuff I have on PC already.

What is this global illumination into textures thing you are talking about?

Global illumination using precalculated textures maps has existed for over two decades. Many games use this.


Apparently the first Mirror's Edge did this: https://www.slideshare.net/DICEStudio/henrikgdc09-compat

Explains why it looked so good.

However, you can see that this tech wasn't used in many games. As far as I know, most pre-baked textures never took into account light bouncing, or anything like that.
 
Apparently the first Mirror's Edge did this: https://www.slideshare.net/DICEStudio/henrikgdc09-compat

Explains why it looked so good.

However, you can see that this tech wasn't used in many games. As far as I know, most pre-baked textures never took into account light bouncing, or anything like that.

It is precaulculated global illumination using the static world model. The moving objects are not in the calculations. However, it does a lot to improve the perceived genuineness of the scene.

Mirror's Edge was not the first game using this. Max Payne (the first game) used radiosity on finite elements to calculate global illumination in the static world models. You can see it in many places, color light bleed for example. This is the first game I know about that used global illumination color maps. Maybe there are earlier games.

Some game might have used radiosity on their shadow maps, but these were often monochrome back in the days.


Now we are starting to see dynamically calculated global illumination. Quantum Break was one of the earliest game having real-time global
illumination. That's why the game sometimes has a grainy appearance as some shortcuts must be made.
 
It is precaulculated global illumination using the static world model. The moving objects are not in the calculations. However, it does a lot to improve the perceived genuineness of the scene.

Mirror's Edge was not the first game using this. Max Payne (the first game) used radiosity on finite elements to calculate global illumination in the static world models. You can see it in many places, color light bleed for example. This is the first game I know about that used global illumination color maps. Maybe there are earlier games.

Some game might have used radiosity on their shadow maps, but these were often monochrome back in the days.


Now we are starting to see dynamically calculated global illumination. Quantum Break was one of the earliest game having real-time global
illumination. That's why the game sometimes has a grainy appearance as some shortcuts must be made.

Heh, as a side note, Asobo helped Remedy with the lighting in Quantum Break https://www.asobostudio.com/games/quantum-break. And, well, Quantum Break would also not have existed without Max Payne.

Btw Control is also doing some global illumination-like thing when RT is turned on. It also has the characteristic noise patterns which I believe you describe in Quantum Break (haven't played it). Even though it's not an advertised feature. Guess it must be some kind of evolution of the Quantum Break stuff.

EA bought the studio that did the Mirror's Edge lighting. I guess that stuff has been merged into DICE/Frostbite.

Small world I guess.
 
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Finally finished this game. It was excellent with nice story and wholesome characters...until the last couple chapters. The game turned into a fast paced combat game instead of a sneak, puzzle game. And I hate boss fights so yeah the Inquisitor part can kiss my ass
 
Finally finished this game. It was excellent with nice story and wholesome characters...until the last couple chapters. The game turned into a fast paced combat game instead of a sneak, puzzle game. And I hate boss fights so yeah the Inquisitor part can kiss my ass

I didn't like the last part in terms of gameplay but it was generally a good game with great music and atmosphere.
 
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