On Fallout 4's Graphics

A new article on Bethesda.net discusses the graphics technology of Fallout 4, the imminent RPG sequel. They explain how they implemented a physically based deferred renderer to the Creation Engine following the release of Skyrim, and discuss the advantages this provides. Here's their summary of what's new:
The player can go anywhere in the world at any time of day, so we added dynamic post-process techniques that enhance the vibrancy and color of our scenery for maximum emotional impact. Our virtual cameras received a major upgrade as well. We’re not going to spoil every improvement we’ve made, but for those of you who enjoy the technical details, here’s a sampling of what we’ve added to the latest version of the Creation Engine:

  • Tiled Deferred Lighting
  • Temporal Anti-Aliasing
  • Screen Space Reflections
  • Bokeh Depth of Field
  • Screen Space Ambient Occlusion
  • Height Fog
  • Motion Blur
  • Filmic Tonemapping
  • Custom Skin and Hair Shading
  • Dynamic Dismemberment using Hardware Tessellation
  • Volumetric Lighting
  • Gamma Correct Physically Based Shading

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Re: On Fallout 4's Graphics
Nov 5, 2015, 04:07
52.
Re: On Fallout 4's Graphics Nov 5, 2015, 04:07
Nov 5, 2015, 04:07
 
Jerykk wrote on Nov 5, 2015, 03:47:
Games have budgets and schedules and you can only devote so many resources to any given part of the game. Towards the end of development, you have to stop fixing non-critical bugs because any changes to the game risk creating more bugs and that's something you just can't afford when you're trying to ship a game on time.

You should tell that to Mr Roberts, he thinks he can do it diffently.
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