There are two articles that kept my attention this morning, both of them talking about the “how” in the excellent game graphic quality we have today. And if there is anyone around here who updated the quality from 720p on PS3 to 4K on a Playstation Pro, he (or she!) knows what I’m saying.
Being a 35+ y/o might be a bonus, because you lived the 2MB-video-card and the-firsts-graphic-accelerators times. The times when the best players were the players with the best video card, not the best skills. Do you remember Quake 2? 🙂 Here is q2dm1, one of the first virtual battlefields ever (we are talking about the early ’00).
The first article is about the creation of Hope County, Montana, a fictional world that exists in FarCry 5. Étienne Carrier, technical artist at Ubisoft Montréal, is explaining (for Sony) the entire procedure, starting from the limits they had, the software used to create complex visual effects, and ending with deep details integrated into the game.
And what made my eyebrows go 1 inch up was the details they took into consideration.
When observing Montana’s distinct features, we were able to quickly identify some key visual aspects we needed to replicate. Large grasslands thrive on exposed hills, while Ponderosa forests creep through valleys. On the northern side of mountains, forests are spread thicker where the soil humidity is protected from direct sunlight.
Each species of vegetation has its own reason for growing at any specific location. The conditions have to be just right, and then several species will fight for the ground where they can grow and thrive.
The new biomes procedural system we developed simulates all of these phenomena and more. Our system allowed us to build biome recipes that react to the physical features of the land to ensure coherence throughout the world. It also gave us natural-looking vegetation patterns that can fluctuate with all the chaos that Mother Nature can muster.
Say what? 🙂 Read the entire article here.
The second article is the story of the Remastered version of Assassin’s Creed Rogue, the team behind being made up of the same developers who worked on the original 2014 game.
Reffering to the native 4K resolution on PS4 Pro and Xbox One X, and 1080p on PS4 and Xbox One, Biser Parashkevov, Senior Lead Artist on the game, said that they “achieved an incredibly sharp and clean picture as a result of upscaling all textures four times, and increasing the shadow resolution“.
“Of course, we had some where the textures needed to be completely rebuilt to achieve consistent visual quality” he continued.
To create credible and natural city life, we made significant increases to crowd density. Using the next-gen capabilities of Anvil (the engine that powers the Assassin’s Creed games), our engine team managed to boost the volumetric fog, god rays and rain – and by bringing further enhancements and many more optimizations we managed to deliver really solid performance.
The improvement? Here it is.
Read more about this topic here.
What games do you love for their graphics? Join the comment section below. Thank you.
My name is Costin, and I live in Spain. I started this blog because I love sharing good stories from the games I’m playing on PlayStation 4. I will also start writing about life aspects, or digital industry subjects.
On PlayStation 4 I use SoyNikolas and CostinLive as first accounts, but I am playing also with NadaFueUnError and HoldThisBeerMate, just for the fun of their names in spanish and english. 🙂
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Thank you very much for your visit.