Home Top stories Assassin’s Creed Shadows makes a large shift in terms of visual

Assassin’s Creed Shadows makes a large shift in terms of visual

0
Assassin’s Creed Shadows makes a large shift in terms of visual

The digital foundry praises RTGI or destruction of the environment.

Reviews about the expected adventure adventures of Assassin’s Assassin’s Shadows are already absent, we can read ours here. In addition to traditional gaming journalists, technical experts from the digital foundry, namely Tom Morgan, and we will consider his analysis today.

Shadows is the first work published exclusively on the current generation console, and is also built on an improved Anvil engine. The largest novelty is the addition of rays tracing in several ways. At first glance, you will notice RTGA (Ray Traceded Global Ollumination), global lighting with rays tracing.

This replaces the traditional, preinstalled (baked) lighting and brings a number of advantages: the dynamics of lighting, it is better to reflect light from the surface of people or skin of people and more realistic lighting, which is noticeable in the exterior and interiors. Just inside, often without tracing rays, the correct lighting is practically absent.

The version for the PC still contains RT reflection, but you will not find them in console versions that Morgan checked. However, he offers additional improvements, such as more advanced physics. In the shadow you will find a significant destruction of the environment, almost everything that you can cut, which will have realistic consequences, such as cutting the sail.

The developers also introduced the dynamic weather system and the winding of wind, which affects the flights of leaves, but even the direction of rain. Environmental details then take care of the system of virtualized geometry similar to UE5. This ensures a continuous change in the complexity of models to save performance, but without an unpleasant rebound.

The last big novelty is the system of “hair country”, realistic hair based on strands. They look not only more natural, but also react better to the wind and, in general, movement.

There are three modes on the consoles. The quality that has crossed from dynamic resolution from 1080p to 1620p to 4K using TAAU, blocked by 30 frames per second. The average balanced mode reduces its own resolution to 900p to 1440p, but offers 40 frames per second (but your image device should support 120 Hz).

The latter is the performance mode with input permission from 810p to 1440p, which is aimed at 60 frames per second, but unlike the two previous modes they do not contain RTGI and hairstyle, these technologies are included only in your shelter and in the case of hair. By the way, in all modes it operates in 30 frames per second, as well as shelter.

Of course, the Xbox S series, which has one mode, was the worst – relatives from 720 pence to 1080p with an increase in scale up to 1620p at 30 frames per second, while RTGI is only in hiding and hair is completely turned off.

As for the personnel frequency, in the case of a qualitative mode on the PS5 and XSX, it is very stable and slightly falls only in case of a rapid change in the complexity of the scene, when the dynamic resolution cannot adapt. The same applies to a balanced regime, IU is only the unique downs of FPS. The performance mode is no longer so stable, mainly 60 frames in s. The S series then contains relatively stable 30 frames per second, but can also have big downs.

Morgan recommends display 120 Hz, which offer the best of both worlds. If you can only choose the modes between 60 Hz, this is already a lot of attention. The performance mode offers significantly higher fluency, but at a large price in the form of the worst lighting, lower resolution and simpler hair.

Regular news overview

Source : Zing

NO COMMENTS

LEAVE A REPLY

Please enter your comment!
Please enter your name here

Exit mobile version