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The scenes are going to be given a proper "pre-render" for release right? The lighting looks a bit too simple/flat on Neketaka.


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While PoE1 was rather static. I felt the lighting that was their looked great. From some of the preview scenes of Deadfire the lighting does not look nearly as great as what I would expect a pre-rendered game to achieve. Though I'm assuming this is because we are seeing WIP. Surely they'll let the scenes render as long as possible with the highest fidelity of parameters for all their lighting maps come release.

 

Before anyone says it looks fine. I think the problem arises for certain geometries. Especially smooth or orderly surfaces. Like stone buildings. The lighting sources seem to leave their "presence" on those surfaces.

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While PoE1 was rather static. I felt the lighting that was their looked great. From some of the preview scenes of Deadfire the lighting does not look nearly as great as what I would expect a pre-rendered game to achieve. Though I'm assuming this is because we are seeing WIP. Surely they'll let the scenes render as long as possible with the highest fidelity of parameters for all their lighting maps come release.

 

Before anyone says it looks fine. I think the problem arises for certain geometries. Especially smooth or orderly surfaces. Like stone buildings. The lighting sources seem to leave their "presence" on those surfaces.

 

I'm not sure if they are with pre-render. They are mixing 2D backgrounds with more 3D animations this time. That's why they can have grasses, trees, street lantern, objects, etc. that sway in the wind direction. It does looks a bit bland in the scenes. I'm not sure if ambient occlusion was turned on? AO will provide much more feels to a scene IMHO.

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This didn't need a thread. It says PRE ALPHA FOOTAGE clearly on the video. Use some sense.

 

My apologies. I actually didn't notice, but I was feeling curious because I'm not all that familiar with how the pre-rendering pipeline works. I'm assuming they are still using rasterization as opposed to ray tracing. But I'd assume renders regardless take a long time to compute.

 

I just didn't know if the visual change had to do with them doing a simpler render, or if it had to do with the other graphical changes.

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