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To date, many are aware of the controversy that has arisen over whether the publication version of Spider Man is a visual lowering of the gameplay segments presented during the game's E3 demo in June. The hubbub claimed that Sony and Insomniac Games were deliberately misleading players with custom-made gaming images that would never appear in the game, ridiculing those who feared degradation from experts and fans. was in demonstration in the demo. In other words, part of the real question served to unduly relieve indignation and insults. Business as usual.
The differences between the demo and the game are obvious and allow you to ask questions about what happened between June and September. Digital Foundry took these issues seriously and integrated the demo and the game by trying to determine if the demo was deliberately misleading. They concluded that this was not the case.
Before embarking on their analysis, it is important to note that Digital Foundry did not base its findings on contact with anyone at Insomniac. Instead, they offer their best idea of why the demo and the game differ. Their conclusions are plausible and consistent with what is visible on the screen.
The puddles of water
The decommissioning controversy and the ridicule it engendered were centered on the puddles. A fight sequence located in a warehouse has a floor largely covered with shallow water in the demonstration. Most puddles are missing in the game. Spider-Man approaches the encounter from a position where he looks down, which naturally draws attention to the presence or absence of puddles. Some have focused on missing puddles as "proof" of visual degradation. Digital Foundry's analysis suggests that the main issue is the quality of environmental reflections in puddles rather than the presence or absence of puddles.
The demo is much better than the game in large part because the reflections in the puddles of the demo are significantly richer, brighter and more detailed. Why did not Insomniac include the demo puddles in the final version of the game? Answering this question involves deepening the way reflections are created in video games.
Screen space reflections and cube cards
Spider Man uses a combination of reflections from the screen space and cube maps to produce more or less realistic reflections from reflective surfaces such as puddles.
In-screen reflections take the data used to render an image on the screen and reuse it to create a second image that can be used as a reflection of the visible environment on the screen. in the Spider Man For example, the reflections of the screen space are applied to puddles so that they reflect certain parts of the environment.
The reflections of the screen space have the limitation that they can only reflect what is visible on the screen. Reflective surfaces such as puddles normally reflect areas of the environment that are not on the screen. Cube cards solve this problem.
Imagine taking six photos showing what is left, right, front, back, above and below you. Now imagine recreating the scene you photographed by making a box or cube from the pictures with the pictures facing inside the box. If you were in the box, you would see the same things you saw when you took the pictures. The six images form a cube map that shows what can be seen in all directions from the point of view where the images were taken.
You see your reflection when you look in a mirror. Another way to see this is that you see yourself from the point of view of the mirror. A cube map is like a mirror that reflects what we can see in six directions rather than one. Unlike reflections in the screen space, this includes reflections of areas of the environment that are not visible on the screen.
The puddles of water in the Spider Man the scene combines the reflections of the screen space and the cube cards to reflect what can be seen from the point of view of the spill, whether on screen or not.
Why have the demo puddles been changed?
If you look at the quality of the reflections observed in the puddles, you will notice that the reflections of the demo are much better than those of the game. Why? Digital Foundry concluded that the custom cube cards used in the demo were replaced by generic "water-think" cube cards in the game.
Why would Insomniac games substitute substandard quality for high quality cube cards? Although cube cards have the advantage of being relatively inexpensive in terms of calculation, they have the disadvantage of having to be rendered whenever something visible appears in the reflection motions. . Remember that puddles are on the ground where a prolonged battle is taking place. Spider-Man and his enemies move constantly during the fight, which requires the creation of many detailed cube cards.
The demonstration clearly shows that Insomniac created these cube cards. Why did they go out? The reflections of the water table are common everywhere Spider Man. Custom-made cube cards for all these reflective surfaces require a lot of time and effort. Digital Foundry suggests that Insomniac did not have the time or the manpower to create all the necessary cube cards before the game was released. Maybe cube cards specific to a particular scene for the entire game were they planned when creating the demo, but the time was up and it was decided to use generic cube cards. The custom cube cards that had already been created were not used to maintain consistent ground surface reflections throughout the game. On this view, the number of puddles in the controversial scene has been reduced as generic cube cards are not good enough to cover large areas of the ground.
Some additional concerns
Some people have reported differences in Spider-Man's costume as evidence of a possible visual downgrade. Digital Foundry notes that the textures and underlying geometry of the combination are the same in the demo and the game. The difference is that the demo material, a little more plasticized and more reflective, has been changed to look of fabric that reflects light more naturally. It's an artistic shift rather than a technical downgrade.
Digital Foundry also highlights an instance of the room with controversial puddles where the shadows behind the pipes that run along the wall are well defined in the demonstration and receive a diffuse ambient occlusion solution in the game. Given the tall shadows quality and ambient occlusion effects visible throughout the game, it is unlikely that this change is a downgrade. On the contrary, someone at Insomniac probably noticed that there was no point source of light to project the shadows seen in the demo, so the shadows were removed. (If some technical terms are unfamiliar, see this guide.)
Finally, several factors, such as the significantly improved lighting and textures observed in the game, argue that the visual elements of the game represent an upgrade, not a downgrade, of the demo.
Conclusion
Digital Foundry suggests that the differences in puddles between the demo and the game are more due to the fact that Insomniac does not have the resources to produce enough high quality cube cards than by a conscious attempt to Mislead consumers. Their argument is not conclusive, but it is plausible if Spider ManGlobal visual presentation.
The idea that Insomniac designed a special visual update of the demo that was never designed to reflect what players might see in the game does not hold water if you do not look more than the reflections of area. Spider Man is a beautiful game that will probably be cited as one of the visual highlights of the current generation of the console. Insomniac knew they were building a visual showcase when creating the demo and did not need to artificially enhance the visual elements of the game to deceive the audience.
Another factor may have played a role in the decision to use generic rather than scene-specific cube maps for ground-surface reflections. Spider ManBeautiful visual effects use effects such as high resolution volumetric light effects, deep levels of detail in a scene, high quality shadows and ambient occlusion, and smooth animations at a rate of close to 30 frames per second . All of these factors impose computational requirements and it is possible that the PS4 Pro system was not sufficiently loaded to add scene-specific cube maps for ground-surface reflections. It was necessary to make decisions and Insomniac chose to reduce the reflections and preserve the other factors.
Is this what happened? We will probably never know. In this respect, it is unfortunate that Spider Man is a PS4 exclusive because it would have been interesting to see what Insomniac engineers could have done with the superior processing power of the Xbox One X.
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To date, many are aware of the controversy that has arisen over whether the publication version of Spider Man is a visual lowering of the gameplay segments presented during the game's E3 demo in June. The hubbub claimed that Sony and Insomniac Games were deliberately misleading players with custom-made gaming images that would never appear in the game, ridiculing those who feared degradation from experts and fans. was in demonstration in the demo. In other words, part of the real question served to unduly relieve indignation and insults. Business as usual.
The differences between the demo and the game are obvious and allow you to ask questions about what happened between June and September. Digital Foundry took these issues seriously and integrated the demo and the game by trying to determine if the demo was deliberately misleading. They concluded that this was not the case.
Before embarking on their analysis, it is important to note that Digital Foundry did not base its findings on contact with anyone at Insomniac. Instead, they offer their best idea of why the demo and the game differ. Their conclusions are plausible and consistent with what is visible on the screen.
The puddles of water
The decommissioning controversy and the ridicule it engendered were centered on the puddles. A fight sequence located in a warehouse has a floor largely covered with shallow water in the demonstration. Most puddles are missing in the game. Spider-Man approaches the encounter from a position where he looks down, which naturally draws attention to the presence or absence of puddles. Some have focused on missing puddles as "proof" of visual degradation. Digital Foundry's analysis suggests that the main issue is the quality of environmental reflections in puddles rather than the presence or absence of puddles.
The demo is much better than the game in large part because the reflections in the puddles of the demo are significantly richer, brighter and more detailed. Why did not Insomniac include the demo puddles in the final version of the game? Answering this question involves deepening the way reflections are created in video games.
Screen space reflections and cube cards
Spider Man uses a combination of reflections from the screen space and cube maps to produce more or less realistic reflections from reflective surfaces such as puddles.
In-screen reflections take the data used to render an image on the screen and reuse it to create a second image that can be used as a reflection of the visible environment on the screen. in the Spider Man For example, the reflections of the screen space are applied to puddles so that they reflect certain parts of the environment.
The reflections of the screen space have the limitation that they can only reflect what is visible on the screen. Reflective surfaces such as puddles normally reflect areas of the environment that are not on the screen. Cube cards solve this problem.
Imagine taking six photos showing what is left, right, front, back, above and below you. Now imagine recreating the scene you photographed by making a box or cube from the pictures with the pictures facing inside the box. If you were in the box, you would see the same things you saw when you took the pictures. The six images form a cube map that shows what can be seen in all directions from the point of view where the images were taken.
You see your reflection when you look in a mirror. Another way to see this is that you see yourself from the point of view of the mirror. A cube map is like a mirror that reflects what we can see in six directions rather than one. Unlike reflections in the screen space, this includes reflections of areas of the environment that are not visible on the screen.
The puddles of water in the Spider Man the scene combines the reflections of the screen space and the cube cards to reflect what can be seen from the point of view of the spill, whether on screen or not.
Why have the demo puddles been changed?
If you look at the quality of the reflections observed in the puddles, you will notice that the reflections of the demo are much better than those of the game. Why? Digital Foundry concluded that the custom cube cards used in the demo were replaced by generic "water-think" cube cards in the game.
Why would Insomniac games substitute substandard quality for high quality cube cards? Although cube cards have the advantage of being relatively inexpensive in terms of calculation, they have the disadvantage of having to be rendered whenever something visible appears in the reflection motions. . Remember that puddles are on the ground where a prolonged battle is taking place. Spider-Man and his enemies move constantly during the fight, which requires the creation of many detailed cube cards.
The demonstration clearly shows that Insomniac created these cube cards. Why did they go out? The reflections of the water table are common everywhere Spider Man. Custom-made cube cards for all these reflective surfaces require a lot of time and effort. Digital Foundry suggests that Insomniac did not have the time or the manpower to create all the necessary cube cards before the game was released. Maybe cube cards specific to a particular scene for the entire game were they planned when creating the demo, but the time was up and it was decided to use generic cube cards. The custom cube cards that had already been created were not used to maintain consistent ground surface reflections throughout the game. On this view, the number of puddles in the controversial scene has been reduced as generic cube cards are not good enough to cover large areas of the ground.
Some additional concerns
Some people have reported differences in Spider-Man's costume as evidence of a possible visual downgrade. Digital Foundry notes that the textures and underlying geometry of the combination are the same in the demo and the game. The difference is that the demo material, a little more plasticized and more reflective, has been changed to look of fabric that reflects light more naturally. It's an artistic shift rather than a technical downswing.
Digital Foundry also highlights an instance of the room with controversial puddles where the shadows behind the pipes that run along the wall are well defined in the demonstration and receive a diffuse ambient occlusion solution in the game. Given the tall shadows quality and ambient occlusion effects visible throughout the game, it is unlikely that this change is a downgrade. On the contrary, someone at Insomniac probably noticed that there was no point source of light to project the shadows seen in the demo, so the shadows were removed. (If some technical terms are unfamiliar, see this guide.)
Finally, several factors, such as the significantly improved lighting and textures observed in the game, argue that the visual elements of the game represent an upgrade, not a downgrade, of the demo.
Conclusion
Digital Foundry suggests that the differences in puddles between the demo and the game are more due to the fact that Insomniac does not have the resources to produce enough high quality cube cards than by a conscious attempt to Mislead consumers. Their argument is not conclusive, but it is plausible if Spider ManGlobal visual presentation.
The idea that Insomniac designed a special visual update of the demo that was never designed to reflect what players might see in the game does not hold water if you do not look more than the reflections of area. Spider Man is a beautiful game that will probably be cited as one of the visual highlights of the current generation of the console. Insomniac knew they were building a visual showcase when creating the demo and did not need to artificially enhance the visual elements of the game to deceive the audience.
Another factor may have played a role in the decision to use generic rather than scene-specific cube maps for ground-surface reflections. Spider ManBeautiful visual effects use effects such as high resolution volumetric light effects, deep levels of detail in a scene, high quality shadows and ambient occlusion, and smooth animations at a rate of close to 30 frames per second . All of these factors impose computational requirements and it is possible that the PS4 Pro system was not sufficiently loaded to add scene-specific cube maps for ground-surface reflections. It was necessary to make decisions and Insomniac chose to reduce the reflections and preserve the other factors.
Is this what happened? We will probably never know. In this respect, it is unfortunate that Spider Man is a PS4 exclusive because it would have been interesting to see what Insomniac engineers could have done with the superior processing power of the Xbox One X.
If you are interested in video games, here are some articles that you might like.