Avatar is way better looking, can thank RT GI etc. for that
This does look very good though but you can easily spot the cons of them using raster in many areas. Hopefully will get some RT additions down the line.
You speak from personal experience there sir? You got the game
@mrk Maybe you can just tell us which modern games you think it looks better than, or this could be a long night
AVATAR doesn't have RTGI though, only RT reflections and shadows
AVATAR doesn't have RTGI though, only RT reflections and shadows
For me the only major thing that breaks immersion is the 2D fire in Forbidden West. Wtf were they thinking? I know it was a game originally made for PS4 but come on they could have made fire 3D for PS5...
Hard to say, I still think Last of Us has the absolute best implementation of screen space effects so far. That game just looks so good in nearly all areas and the volumetrics are a step above all of what we are seeing today in new releases.
Hmm interesting, because Ubisoft only mention RT reflections and RT shadows:
Avatar: Frontiers of Pandora – PC Features Revealed
At Gamescom, AMD and Ubisoft officially announced the PC features players will be able to enjoy in Avatar: Frontiers of Pandora.news.ubisoft.com
Could Alex have got that bit wrong and in fact the snowdrop engine uses Real-Time GI as opposed to Ray Traced GI? Bother are fuly capable of flooding a scene with indirect and diffuse bounce illumination and colour the bounced surface accordingly from the source material.
Ray Tracing (rendering cost for Raytraced Global Illumination and Raytraced Reflections)
Hmm interesting, because Ubisoft only mention RT reflections and RT shadows:
Avatar: Frontiers of Pandora – PC Features Revealed
At Gamescom, AMD and Ubisoft officially announced the PC features players will be able to enjoy in Avatar: Frontiers of Pandora.news.ubisoft.com
Could Alex have got that bit wrong and in fact the snowdrop engine uses Real-Time GI as opposed to Ray Traced GI? Bother are fuly capable of flooding a scene with indirect and diffuse bounce illumination and colour the bounced surface accordingly from the source material.
Thank goodness we did get to the bottom of it, because of everything going on in the world right now, this is the stuff that matters.
It is, details matters!
No need, we got to the bottom of it and all's well
We found out that not only did mrk get Hogwarts debate with me wrong, he also got this one wrong with Nexus.
At least you packed it in quickly this time though
The vignette setting, I hate how harsh the inner outline is, instead of gently fading it's got a visible outline, with it off the exposure of the outdoor areas like on sand is very bright which I assume is an artistic choice, but with vignette on this is balanced out nicely which I actually like, but I don't like the harsh outline of the vignette. Will have to look through the game files to see if there's a text file that can be edited or maybe a nexus mod in coming days.
Vignette on:
Off:
Depth of field I am happy to say is done naturally, this is the kind of bokeh I see through my 35mm 1.4 lens on the DSLR, this pleases me.
Also, if playing in exclusive fullscreen mode (you have to if using DLDSR), then don't alt+tab as when you return to the game the refresh rate and res reset and you have to put them back again. Slight annoyance but not many games get alt tabbing done right most of the time.