These animations seamlessly blend into one another, and the combat never breaks its sense of flow regardless of how intense things get on the battlefield. Over on the animations side of things, Forspoken utilizes dozens of animations for its fast-paced combat proceedings. It’s the same story in terms of enemy design as well, where you can make out scale patterns on the skin surface and other intricacies if you observe closely. The skin meshes are similarly complex, and the hair rendering is also appropriately detailed. The clothes are composed of physically-based materials, and there are also physics-based objects which allows the cape to naturally sway with Frey’s movements and the wind. The developer paid a lot of attention to Forspoken’s character models, which are all rendered with painstaking detail and large polycounts. While it does use volumetric fog which allows for light diffusion, it’s nowhere as thick and dense as we saw in the original Project Athia trailer.Ĭharacter Models, Animations, and Visual Effects Forspoken also uses a lot of fog to mask low detail in faraway areas and give a sense of scale. These visible pop-ins seem to be a direct result of low-quality shadow maps on objects at a distance, and your mileage will vary depending on your choice of graphical presets. That said, the level of detail swapping system can get a bit wobbly at times which can result in some unusual pop-in as you get around the open-world. Frey Holland can scale obstacles and cover large distances pretty quickly, and the world streaming usually keeps up with the fast pace of the experience. The world streaming tech is mostly solid, and everything usually streams in and out of view without any hitches. On the same note, traditionally casted shadow maps also tend to show shimmering artifacts around the edges which is a stark contrast to the ray-traced shadows (used for the player character) which are crisp and clear. In addition to this, the water isn’t transparent as well and this comes together to make the water implementation one of the weaker elements of the visual presentation. Water bodies in the environment use cube maps for reflection, which have a surprisingly low resolution. The Luminous Engine renders a ton of foliage from grass to trees at any given time, and while those assets aren’t as reactive as say Ghost of Tsushima, it looks pretty dense nevertheless. Environmental assets look really crisp with high polycounts throughout. Other minor changes include an uptick in asset quality for the environment among other general improvements which we will be discussing in detail in further sections of this feature.įorspoken takes place in the kingdom of Athia, which is a vast land filled to the brim with interesting structures and varied wildlife that you will face through your journey. On the same note, character models seem to have high polycounts. The engine also seems more robust than before in terms of handling tons of visual effects at any given time like alpha particles and Forspoken makes good use of that with a combat system that’s heavily reliant on such visual blemishes for its appeal. This is why it isn’t surprising that Forspoken on PS5 gives players a total of 6 graphics modes to choose from. So, the game needs to scale accordingly with respect to performance for those variations. Since Forspoken is the Luminous Engine’s first multi-platform release (it releases for PC at the same time) for current-gen hardware, it needs to account for a ton of system configurations both on the highest end and the lowest end. And the second change is that the engine has been made to be a lot more flexible than before. The first change is in terms of lighting, where we get full support for ray-tracing support for global illumination and shadows. With this feature, we will be diving deep into the PS5 version Forspoken for a complete graphical analysis to find out what’s good and what’s not.įorspoken uses the developer’s in-house Luminous Engine, which is a powerful tool capable of rendering detailed models and vast open-worlds, and when it comes to Forspoken, the team seems to have done a lot of updates to its rendering pipeline to make it better suited for a new console generation. While it might not match the precedent it set with the first trailer, Forspoken is still a graphical powerhouse. It’s been more than 2 years since that trailer was released, and we finally have Forspoken on our hands now. The trailer looked absolutely amazing with stunning art direction and plenty of sweeping vistas of a fantastical world, all rendered with an astute attention to detail. First revealed as Project Athia, Forspoken dropped many jaws when it was revealed as a graphical showcase for the power of the PS5.
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