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Posted (edited)

Some tidbits of important info here:

 

  • Looks like the team has fixed the lighting hot-spot issues that were present in the original screenshot (ie. on the statues)
  • Changed the lighting used on the 3D Environment areas for better, more tweakable and more consistent quality
  • Solved a mystery (Color grading for areas for different times of day)
  • Looking at using a GPU-accelerated Octane Rendering to speed up area map rendering
  • Kaz's paintover on the new render is awesome and can be done in an acceptable time and does not interfere with dynamic lighting
  • There's also some Rogue info there as well

 

w0lb.png

Edited by Sensuki
  • Like 3
Posted

Do the advances in simulated lighting mean they can have environmental shadows change according to the time of day, or do they still have to stick with static shadows?

  • Like 1

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