![]() Ambient occlusion is included as well along with FXAA (Fast Approximate Anti-Aliasing). Some of those effects, such as the lens flares, are actually artist driven. Small touches such as muzzle flashes on your weaponry, different light reflecting off your guns, detailed dust and smoke effects, individually rendered pieces of glass, realistic foliage and individual shadows for the same that are bereft of any shimmering usually seen in PS3/Xbox 360 games, and much more all add to the experience. Overall, the environments are beautiful when it counts and the wreckage you’ll come across gives off an almost destructive elegance compared to Killzone 3. "Small touches such as muzzle flashes on your weaponry, different light reflecting off your guns, detailed dust and smoke effects, individually rendered pieces of glass, realistic foliage and individual shadows for the same that are bereft of any shimmering usually seen in PS3/Xbox 360 games, and much more all add to the experience." Some simplistic areas pop up now and again that harken back to the old buildings of Killzone 2 in design. This size was also due to the larger scale maps and even after compressing all that data down to a 40 GB install size, the sheer breadth and detail of the game is amazing. Technical director Michiel van der Leeuw also revealed earlier that the original build of the game was 290 GB, due in part to the presence of high-resolution textures that simply aren’t made for lower or “competing” systems. If that weren’t enough, the engine also supports deferred lighting and shadowing of all particles, which helps reduce the number of particles needed to generate a specific effect. The lighting model is physically correct, utilizing both pre-computed and real-time sources, with all materials supporting translucency and the Fresnel effect (which means that the behaviour of light when passing through different refractive objects is accounted for).Įnvironmental textures look more realistically detailed than on Killzone 3 thanks to the increase polygon count (with character models boasting 40,000 polygons compared to the latter’s 10,000 polygons). Guerrilla Games revealed that Shadow Fall utilizes deferred shading, with HDR and linear space making up the entire pipeline. "The lighting model is physically correct, utilizing both pre-computed and real-time sources, with all materials supporting translucency and the Fresnel effect (which means that the behaviour of light when passing through different refractive objects is accounted for)." Nonetheless, it just sticks out as odd every now and then. ![]() This isn’t to say that games like Call of Duty: Ghosts do a better job and considering that Shadow Fall is a launch title, it will definitely take more time before we see a consistently high level of quality. Soldiers and side-characters look good enough but NPC civilians are oddly lacking in detail. Once again though, there are somewhat mixed results when it comes to the character modelling. ![]() Real-time reflections and lens-flare mix with real-time lighting (which relies on localized cubemap reflections) and volumetric fog, backed up by an impressive draw distance. The visual feast continues when you reach Vekta City, which was first unveiled at February’s PS4 reveal event. At least movement animations look mostly natural. Character models are well done and detailed in this chapter, but I couldn’t shake the feeling that expressions could be more detailed. It’s almost enough to ignore the facial animations, which come off as a bit stiff. Whether it’s the raindrops and the ever-so slightly cold haze or the dawning sun light which casts blinding lens-flares over the horizon, Guerrilla Games is on a mission to impress. The visuals impress from the first chapter itself. Real-time reflections and lens-flare mix with real-time lighting (which relies on localized cubemap reflections) and volumetric fog, backed up by an impressive draw distance." ![]() "The visual feast continues when you reach Vekta City, which was first unveiled at February’s PS4 reveal event. However, it’s safe to say that images don’t do the game justice. Now, we have Killzone: Shadow Fall, a PS4 launch title that introduces a brand new world, a 1080p resolution and a variable frame rate hovering over 30 frames per second free of the refreshes seen on other titles. Even Killzone 3 took it to another level by inserting new environments, weather effects and elements into the mix. While the first game flopped in its endeavour to be a Halo-killer, Killzone 2 on the PlayStation 3 displayed a visually splendid game that, for its time, could compete with some of the biggest PC releases like Crysis. If there’s one franchise that has been associated with cutting edge visuals, it’s Killzone.
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