Ghost Games has enough faith in the technology to integrate game engine assets directly into the film sequences. And let’s be honest: A softer, cinematic presentation doesn’t go so well with a fast-paced shooter, but the new Need for Speed shows how this lighting model can be wonderfully combined with such an aesthetic.
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Aliasing artifacts weren’t really an issue, but shooting on film makes for a much smoother look, so we used Gaussian Blur on our shots to achieve a similar result.Īll of this could easily have been done in real time, but it’s not the look DICE was going for its game. It’s a remarkable feat, but it doesn’t quite work when compared to the movie, so we made a few color adjustments to give more consistency between the game and the movie. DICE uses a bright, vibrant presentation to really make its graphics shine. There were no dropped frames with our hardware and suffice it to say that you can easily achieve a fixed 60 FPS with them if you can accept a few compromises in resolution – Battlefront is really a very scalable game.Īfter we finished shooting, we imported the clips into Adobe Premiere Pro and started the editing process. We recorded the footage at 30 FPS and 24 FPS for testing purposes and ended up using the 24 FPS footage to get as close to the film as possible. With all settings on Ultra, activated temporal anti-aliasing and the internal resolution scaling at the 200 percent limit, we made recordings in 1920×1080 and in the ultra-wide resolution 2560×1080. We overclocked Nvidia’s Titan X (the most powerful single-chip graphics card on the market) and combined it with an Intel Core i7-6700K. We then brought out heavy artillery to get the maximum possible optical quality out of the game and at the same time reduce aliasing to an absolute minimum. The result impressed us very much, but we knew that the Frostbite 3 engine had even more to offer with more powerful hardware. We started our tests by mixing some scenes from Return of the Jedi with PS4 footage.
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So we asked ourselves: How close does Battlefront actually get to an authentic Star Wars experience? Could we switch seamlessly between game and movie scenes?
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Then there is the motion blur – an important prerequisite for recreating this speederbike experience – and DICE’s technology again ensures an amazing similarity to the original material. Star Wars: Battlefront brings the forest moon Endor to life in a wonderful way – it’s a combination of rich detail and one of the most powerful real-time lighting models in the industry. The only problem, as countless titles over the past 32 years have proven, is that the technology simply doesn’t have the power to playfully bring this iconic battle to life. In addition to the flight through the ditch of the Death Star, it is one of the few film experiences that should translate almost seamlessly into play. It has to be the sheer speed and rush of this sequence, plus you rely heavily on first-person perspectives to show what’s going on. There is something about the speederbike chase in Return of the Jedi that makes it irresistible for game developers.