![]() ![]() Tileset facelifts for the Forest and Rural Winter tileset, crafted by Zwerkules. ![]() This patch includes all content from Darkness over Daggerford and Tyrants of the Moonsea. Content import from Ossian premium modules This makes content spawned as visual effect render identical to other in game content, making things such as VFX spawned tiles and character equipment appear more natural. Models spawned by visual effects now have fog properly applied and are not self-illuminated with a bright light anymore. New: Other miscellaneous graphical improvements Grass rendering also has been heavily optimised and should no longer pose a performance consideration, even in scenes with lots of it. The comparison link posted above has visual examples of this. Grass is now rendered sorted by distance, fixing transparency issues and making it look denser and more natural. There are configuration options in the UI to turn this feature off.Īgain, please visit this link to see the improvements to water in action: ![]() It also shows wave displacement based on area wide and local wind sources (such as explosions) much more realistically than the previous water did.Īs with the other lighting changes, some areas may appear differently, and builders using tile lights will now see them in the reflections, and may wish to edit an area’s lights so that both the area and the reflections appear as desired. It now renders full dynamic light reflections, including sun and moon. Water presentation has also been improved significantly. If you find that the game has become too dark or too bright, we recommend that you adjust the brightness level by using the gamma slider accessible in the graphics options. We have been carefully tuning the various parameters to minimize this effect, but ultimately, moving toward more realistic and sophisticated lighting will always come with this trade-off. Note that since the new lighting engine constitutes a significantly different way of computing light interaction and behavior, it is inevitable that overall illumination levels in some areas will change, which can result in certain areas becoming too bright or too dark. We would suggest leaving them at the defaults though, to ensure uniform content presentation. You can also tweak various parameters of the new lighting engine, such as attenuation and falloff. The lighting engine is by default on, but optional, as it is heavier on the GPU than the previous lighting model (especially if you run with 32 lights, but a minimum of 16 lights is recommended). The left side is the old/current render the right side is the new lighting engine. Slide the blue dot in the middle of the images to compare before/after. Since a picture says more than a thousand words, please visit this link to see some comparison shots:
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