VFXVeteran
Banned
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I wanted to give it a few days of playing this game and studying all the graphics work that Larian Studios put into the Divinity 4.0 before finding it worthy of creating a thread about the game. While it's still in Early Access and there are bugs/optimizations that need to be worked out (as you'll see in the 2nd video with the framedrops when animated textures are first loaded), the presentation of the game's visuals is nothing short of stunning!
From their previous games, you can tell that Larian Studios' latest iteration of their Divinity 4.0 has some massive tweaks to it. The character rendering is pretty much some of the best rendering we've seen and they meticulously hand-craft each and every character that you talk to. The PBR shaders are simply astounding in this game. Rivaling some of the best PBR shaders from recent videogames like Marvel's Avengers, Detroit: Become Human and my old favorite The Order 1866. The skin shading is very clean and they use high resolution textures abundantly showing pores and great special FX for eye rendering of characters.
One of the most influential showcases of this game is the tremendous detail in the terrain and objects while exploring the world. Once I reached the Druid's Grove in the game and explored the caves and taverns, I literally was reminded of the UE5 demo recently shown by Epic that showcased the Lumen and Nanite technology. While this game doesn't support those technologies, their attention to detail with what they do show is simply stunning! They use tessellation to the maximum - rendering rounded curves on literally all geometry. You can barely notice any polygonal edges on any of the geometry. While the lighting is still pre-baked GI, they've found a way to use it very smartly as to not blow out shadowed areas. Dynamic lighting is in full display here with dynamic shadows. The shadow resolution is so accurate that it will capture pine leaves on pine trees. Something only ray-tracing could do with any degree of accuracy.
One last things to note is the FX. I've never seen such highly detailed FX in a game put to excellent use. No longer is there just a slick puddle of water, fluid on the ground with very little bump detail. Larian Studios takes it to the next level by having the fluid be absorbed by the ground and they modify the normal mapping for the ground as a whole while changing the shader's lighting to compensate for that.
As I progress through the game, I will record raw 4k video footage of what I find to be excellent presentation of visuals. I know that many of you don't have a PC so you can't really play the game up close and personal. I hope to remedy that. In the meantime, enjoy the two videos I put up showing off what I've described:
I wanted to give it a few days of playing this game and studying all the graphics work that Larian Studios put into the Divinity 4.0 before finding it worthy of creating a thread about the game. While it's still in Early Access and there are bugs/optimizations that need to be worked out (as you'll see in the 2nd video with the framedrops when animated textures are first loaded), the presentation of the game's visuals is nothing short of stunning!
From their previous games, you can tell that Larian Studios' latest iteration of their Divinity 4.0 has some massive tweaks to it. The character rendering is pretty much some of the best rendering we've seen and they meticulously hand-craft each and every character that you talk to. The PBR shaders are simply astounding in this game. Rivaling some of the best PBR shaders from recent videogames like Marvel's Avengers, Detroit: Become Human and my old favorite The Order 1866. The skin shading is very clean and they use high resolution textures abundantly showing pores and great special FX for eye rendering of characters.
One of the most influential showcases of this game is the tremendous detail in the terrain and objects while exploring the world. Once I reached the Druid's Grove in the game and explored the caves and taverns, I literally was reminded of the UE5 demo recently shown by Epic that showcased the Lumen and Nanite technology. While this game doesn't support those technologies, their attention to detail with what they do show is simply stunning! They use tessellation to the maximum - rendering rounded curves on literally all geometry. You can barely notice any polygonal edges on any of the geometry. While the lighting is still pre-baked GI, they've found a way to use it very smartly as to not blow out shadowed areas. Dynamic lighting is in full display here with dynamic shadows. The shadow resolution is so accurate that it will capture pine leaves on pine trees. Something only ray-tracing could do with any degree of accuracy.
One last things to note is the FX. I've never seen such highly detailed FX in a game put to excellent use. No longer is there just a slick puddle of water, fluid on the ground with very little bump detail. Larian Studios takes it to the next level by having the fluid be absorbed by the ground and they modify the normal mapping for the ground as a whole while changing the shader's lighting to compensate for that.
As I progress through the game, I will record raw 4k video footage of what I find to be excellent presentation of visuals. I know that many of you don't have a PC so you can't really play the game up close and personal. I hope to remedy that. In the meantime, enjoy the two videos I put up showing off what I've described:
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