![]() ![]() To avoid that, get this fixed installer.ĭiscussion and (possible) future updates on CS.RIN.RU thread Screenshots (Click to enlarge) In case you install the game with all redists, one of the files will give you 404 error, not allowing to proceed further. Filehoster: OneDrive (Uploaded by DyR0 t(-_-t), compatible with torrent mirrors). ![]() Filehoster: MultiUpload (10+ hosters, interchangeable).The foliage is possibly more problematic than it was in Obduction, which already needed max supersampling – twigs of conifer needles fuse into something looking more like long dediduous leaves just a metre away, and another step distant, whole branches turn into something resembling trees mottled in chinese watercolour paintings.Genres/Tags: Adventure, Puzzle solving, First-person, 3D (EDIT: I could imagine this dithering being a bit taxing on the motion vector estimating algorithms that underlie motion smoothing solutions) In Myst’21 (and Obduction, too), many LODs transition in such a manner when your are just a pace away from them, which is rather jarring. In ED Odyssey, scatter objects very conspicuously fade into existence a little bit ahead of you, by “plotting in” some discrete pixels per frame until the object is fully there, and so do some texture layers, where there are transitions between which is on top. The tesselation on the ground makes it boil as one locomote, in some places… Now there’s something I haven’t seen before, outside the new planet “tech” in Elite Dangerous: Odyssey… I have tried a few values on a conspicuously named parameter in GameUserSettings.ini, but that does not seem to do much of anything… Unlike in Elite, I do not notice said tesselation actually being put to use taking form of any added geometric detail.Īnother thing the game shares with ED Odyssey, is the prevalence of ugly mixing of alphas on meshes (decals, water edges, LODs, shadowmaps, blending between objects using z-buffer trickery) and texture layering, by means of dithering.įrom the way this anachronism has been resurrected by so many engines the past handful years, I think it may possibly be something of a deferred-rendering-ism Simplest/computationally cheapest way of doing it, after regular value blending having become a no-go for some technical reason, possibly not unrelated to the limitation that removes MSAA from the toolbox… Obduction had it too, as do many other UE4 games (including Psychonauts 2). have one or several layers of detail texture (…that is only visible on close inspection, or with tons of supersampling and a minimal amount of the “antialiasing” blur that totally wipes it out), which unfortunately more often than not tend to look like more like a textured layer of veneer varnish coating the underlying flat diffuse texture, than anything else… (I am also not sure the interaction between envmaps and normalmaps works entirely as it should in stereo.) One would think that with both geometry and base texturing being that lowres, and shaders looking rather unremarkable, there shouldn’t be much to tax one’s computer, but most things do e.g. So at their core, many assets seem to be the original 1993 project files, made for the rendering out of at most 640x480 pixel frames, with some tweaking, staying pretty true to the original in most ways - right on link-in, you are faced counting the polygons on a bit of rigging… :9 ![]() Yet another time with a UE4 game, the first order of the day is to zero the “so-called” antialiasing setting, to get rid of the cataracts it likes to put in one’s eyes, and apply as much supersampling as possible, to get at least a little bit of detail – for me, at least Your sensibilities may vary… It does seem to have severe performance problems, and certain graphical quirks, just like Obduction before it (most of which they share with other UE4 games). Just jumped in and out and of the game a few times just now, after Psychonauts 2’s telekinetic grab-fist finally let go of me… :7 ![]()
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