MSAA is implemented within the pipeline so only really works with a forward renderer, modern engines use diferred rendering. TAA (TXAA), FXAA, and SMAA are all post process effects, meaning they happen at the end of the render pipeline, after the image has been constructed. SMAA (sub-pixel morphological anti aliasing) is an improved FXAA implementation a post process AA pass. baking things that don't need to be extremely interactable is standard practice. you'll find that if you get reasonable performance in whatever game you're thinking of that looks nice and you don't have a $3000 system - those games are almost all doing the same. Most Lighting and Shadowing is baked anyways so that the System Requirements of the game can be pretty low. Why is proprietary shadow/lighting suites better than something else, exactly? what is it you see that these suites have to provide that simply do not exist otherwise? (hint: the answer is actually nothing - they're just very convenient for small Studios that don't have the manpower to create things themself - Digital Extremes does) it's CPU improvements in specific situations. Hint: it isn't "massively better CPU performance across the board". I wish the general public would understand what Direct X 12 and Vulkan actually bring to the table. Like anything visual, some is good, lots isn't better. Some amazing examples of good tesselation is stuff like crysis 3, but I don't expect warframe to go that far.įYI the Tesselation in Crysis 3 gained almost zero visual improvement over more conventional means, while just dumping the performance of any non Nvidia GPU in the garbage because every other manufacturer isn't as apt at processing Tesselation. If you don't know what that is, it's a special technique that looks at texture bump maps and massively raises parts of the texture to make small stones, leaves, rubble and pebbles really stand out. I would love to see a massive upgrade to this. This also includes better rain physics on the plains, but right now, there is a couple of rivers in warframe that look like solid objects with water textures. ![]() So I would like to suggest a couple more graphical options that would make the game much more enjoyable imo. Over the years, it has become a truly stunning game from what it used to be, but it doesn't yet feel modern or truly up to date. One thing in particular, that I take great notice of, is the graphics of warframe. So moving on, I have played this game now for just short of 4 years across two accounts.l and I have watched it grow so, so much over the years. First, the reason I highlighted the word options is because I know some of my suggestions, if ever implemented, would need to be optional for both computational reasons as well as people not wanting them.
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