Caporegime
- Joined
- 18 Oct 2002
- Posts
- 33,188
Fact is when a game starts being made and when it finishes, things change. Sometimes companies put out better looking trailers on purpose to deceive, sometimes they genuinely hope to have some lighting method optimised to be fast enough 2 years later to be in the game, but it turns out they can't make it work so it has to be removed. The lighting between the two versions is insanely different. You've got the first part of the vid, the lighting is effectively dynamic and very nice on the old trailer and almost non existent on the newer one. in fact the lighting on the newer demo simply looks disgraceful, well below lighting quality that has been available even on last gen games.
UE4 has seemingly had voxel octree based GI removed, a bit unsure if this is just console version of the engine or the PC version to. Again the lighting looked great in demos but it's effectively them trying to apply ray tracing on a limited portion of the screen. pre-rendered demo or non playable demo that you can get away with low performance, hoping for optimisation before launch, that's fine. But in reality sometimes these features just don't make it, you can't always know how much you can fit in to a final game.
It could also be down to tools, they simply might not have gotten the GI working/enabled yet on the PS4, maybe they are working on it but thought getting a trailer out there without great lighting on consoles would lower expectations, maybe they'll manage to get it working by launch, or 6 months later.
The only thing to keep in mind is, never, ever, expect trailers to represent what they can actually ship, but don't be too hard on companies. If they never even try to add new features, they wouldn't fail nor raise expectations, but they'd never move forwards either. I'd prefer UE4 tried and failed to implement GI, but the attempt now helped them learn enough to implement it in UE5.
UE4 has seemingly had voxel octree based GI removed, a bit unsure if this is just console version of the engine or the PC version to. Again the lighting looked great in demos but it's effectively them trying to apply ray tracing on a limited portion of the screen. pre-rendered demo or non playable demo that you can get away with low performance, hoping for optimisation before launch, that's fine. But in reality sometimes these features just don't make it, you can't always know how much you can fit in to a final game.
It could also be down to tools, they simply might not have gotten the GI working/enabled yet on the PS4, maybe they are working on it but thought getting a trailer out there without great lighting on consoles would lower expectations, maybe they'll manage to get it working by launch, or 6 months later.
The only thing to keep in mind is, never, ever, expect trailers to represent what they can actually ship, but don't be too hard on companies. If they never even try to add new features, they wouldn't fail nor raise expectations, but they'd never move forwards either. I'd prefer UE4 tried and failed to implement GI, but the attempt now helped them learn enough to implement it in UE5.