by Instinx » 20 May 12, 12:43 am
Well i can see evidence to argue for Ambient Occlusion (pretty obvious IMO, but again, this scene is not moving so the shadows could be baked? i think is the right term), Indirect Lighting (Although no moving light sources the area behind the column has light gradients from the orange glowing thingy) and Tessellation (the damaged pillar and possibly the character model, with the details on the face).
How much of that is a part of Unreal 3? They will probably also be adding volumetric fog and lighting hopefully, among other fancy lighting effects. Sure its no CryEngine, but its not meant to be. Unreal has always maintained a unique look which is evident in these screenshots. Its like even if you recreated the same scene in several engines, such as CryEngine, Unreal and IdTech you would be able to tell them apart by the way they each handle the scene.
The thing with todays engines is that a visually pleasing image is already easily capable, however the road to a realistic look and feel now likes in the ultimate of small details, of which there are different implementations to maintain a respectable framerate. Look at AA nowadays, we have FXAA, SMAA, SSAA, TXAA, AASLi, its going crazy!
My biggest hope in the upcoming engines is widespread adaptation of tessellation, i just think it has insurmountable potential
