Self Horizon Zero Dawn already showed off the best Tenth Engine showing a decidedly appreciable graphic fidelity, Forbidden West it further enhances both the graphic engine and the feelings of quasi-photorealism it brings with it.
To offer a overview of these changes in the technical plan think about it ElAnalistaDeBitsthe Spanish Youtube channel that deals specifically with comparative analyzes, more often than not, of the versions of the same game on different consoles.
The video highlights the details of Aloy’s face, on which the implementation of the subsurface scattering, along with improved global illumination that makes the effect of light and shading more likely in places such as the nostrils and the edges of the mouth. Small skin blemishes and freckles are now even more believable, as are the eyes and all sorts of hairfrom hair to eyebrows (yes, even facial hair which, for some reason, has also been discussed).
The density of the vegetation also seems to have increased along with its visual quality, and the rendering of the world boasts graphic effects and filters that are a little more evident (especially the godrays). Snow in Forbidden West has a generally more realistic behavior than in Zero Dawn, and can also accumulate on bushes and then be dropped by moving them, a detail that the first chapter did not have. A more evident step is made by the sand, on which this time you can leave much more visible traces, similar to how you do on the snow, where in Zero Dawn it did not happen. Also it Skybox boasts a celestial vault much more enriched with details.
Honorable mention for the effects related to water: in Zero Dawn, rivers flow “quietly”, while in Forbidden West you can feel the rapids near rock formations that obstruct the passage of water, creating effects special. These effects are a little less convincing when looking at the sea, since the formation of the waves has its own “fall-off“maybe too immature, but it is still a step forward from the calm of the lakes in Zero Dawn. More realism related to water was needed in the last chapter as there is a whole branch of gameplay related to underwater exploration , which technically can make use of convincing and realistic light refraction effects.
Although there is not a similar step forward in the yield of the machines, in Forbidden West the textures appear more defined (as well as the textures of other assets) and the improvements in the lighting system make the lights present on the machines also a great way to better illuminate their models and components.
As for other details, we note the much greater credibility of the rock walls: in Zero Dawn the grips for climbing were very evident, but the greater fidelity of Forbidden West makes this task more difficult, to the point that you have to use the Focus to distinguish between certainty of the possible holds. Environmental occlusionthen, he took another obvious step forward, especially when Aloy’s model walks on different terrains.
The picture is quite clear: the Tenth Engine has never been so incredible and the confirmations come from anyone who has been able to carry out tests and touch the product, especially on PS5: are you among them?
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