Horizon Forbidden West: how the Decima engine evolves for PS5 – Eurogamer.net

Its in the expose of Horizon Forbidden West for PlayStation 5 that we see the very newest work on Decima and our first appearance at how Guerrilla plans to release its innovation on next generation console technology. Wave crests on the ocean actually break – something hardly ever seen in video games – and in the trailers last shot, the impact is seen taking place way out into the distance. It might go either method but I do anticipate to see enhanced water rendering usually, especially as we saw enhancements here between Horizon Zero Dawn and Death Stranding. What weve seen of Horizon Forbidden West so far is certainly highly excellent – and if the game does indeed make its predicted 2021 release date, theres probably far more that Guerrilla can show in the not too remote future. Here, I d anticipate to see PC-style enhancements in precision to existing results, pressed out LODs and the like – however I d be amazed to see any of the next-gen work seen in Forbidden West retrofitted into the older games.

A video breakdown of the Horizon Forbidden West trailer, recorded from PlayStation 5. Horizon Forbidden West essentially provides a best of both worlds circumstance – and then some. Texture detail and mesh density is on the upper end of the scale compared to Death Stranding, however theres the great technological leap brought about by AMDs generational leap in rendering power, implying more foliage pressed out further into the distance. Even smaller scale detail is retained even more away from the electronic camera, even casting high accuracy shadows. Compare and contrast with the original Horizon: here, shadow maps tended to be of a rather lower resolution unless they were immediately beside the player cam. This generational modification of possession detail and shadow detail is best seen in the closing shot of the trailer, where you can see swaying foliage moving far out into the distance.
The density and dynamism of the world in this trailer is not simply limited to the ground, as there has actually been a good upgrade in sky rendering too. Weve discussed Guerrillas technique to volumetric cloud rendering in the past, and lets simply state that this is an amazing system. Internally, its called Nubis and it takes in a reasonably high quantity of GPU time – 2ms on the base PS4. Decima only renders a small portion of the clouds in one frame, but as movement is gradual, all clouds can be rendered across numerous frames. This means that information might be preserved when the clouds are at a country mile parallaxed from the video camera, but they might not show off unexpected significant modifications or quick motion without obvious artefacting. In reality though, it is typically tough to see clouds moving at speed anyhow since you are not flying at the speed of a jet fighter – simply put, its a good compromise for the PS4s hardware limits.
Forbidden West sees a fast-moving, swirling cloud formation. Surprisingly, the impacts were seeing here look really much like the future work section of Guerrillas Siggraph 2017 Nubis discussion.
Beyond these bigger aspects, some of the smaller information discovered in the trailer captured my eye. I really liked the water rendering systems. Wave crests on the ocean really break – something seldom seen in games – and in the trailers last shot, the result is seen occuring method out into the distance.

Guerrilla Games Decima Engine is evolving – and in more than one instructions. Over the next couple of months we will see its existing version released on PC with the arrival of conversions of both Death Stranding and Horizon Zero Dawn. Its in the reveal of Horizon Forbidden West for PlayStation 5 that we see the very latest work on Decima and our first appearance at how Guerrilla means to release its technology on next generation console technology. With that in mind, we decided to have a look at the Forbidden West expose trailer, to get some concept of the studios next-gen vision.
The big challenge dealing with Guerrilla was exactly how to expand on its existing work, merely due to the fact that the iteration of Decima as seen in Death Stranding is currently in a league of its own. While the Forbidden West trailer does not reveal off much in the method of direct character interaction with foliage, we do get to see scenes where tall lawn flows in the breeze with a rolling pattern dictated by the wind.
Real foliage density is likewise an area where Guerrilla is making strides with Horizon Forbidden West. In the initial game, the concentrate on detail is mainly in the foreground surrounding Aloy, with shadow maps, information and total LOD cut considerably even more into the range (I really cant wait to see how this changes on PC). For Death Stranding, the concerns changed because that game had less foliage, which is pricey to render. Foliage wasnt quite so dense, however possibly due to the fact that of that, more of it might rendered even more into the mid-distance, and even smaller components like rocks closer to the camera received an upgrade in detail.

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Theres a load of behind-the-scenes Decima content to enjoy in this video analysis of the Horizon Zero Dawn Frozen Wilds DLC.The very same chooses that small pebbles on the beach that they are on – I would be extremely happily surprised if the surface in the game rendered at this level of information if you simply stopped and looked carefully at the ground in-game. By their nature, cutscenes are thoroughly choreographed and the render time can be used with even more accuracy than running in-game, and greater detail hero designs are typically released. This may likewise look for specific aspects of the lighting, where some scenes recommend that additional lights are positioned to imitate the effects of indirect lighting. By extension, the models in genuine gameplay might not look rather the exact same since they are lit in a different way and more manually in cutscenes. This also means that were unclear as to how indirect lighting itself provides throughout gameplay – due to the fact that as far as we can see, there isnt any in the trailer.
That said, Horizon Forbidden West does not seem to be utilizing ray tracing for reflections in the video seen so far. While PS5 uses up hardware sped up ray tracing as a tool for Guerrilla to utilise, it may not be the best fit for a game like this, which has a lot of organic, rough surface areas and natural scenes.
What weve seen of Horizon Forbidden West so far is obviously highly excellent – and if the video game does undoubtedly make its predicted 2021 release date, theres most likely much more that Guerrilla can show in the not too long run. While the launch does not sound too far away, thats not to say that there will not be scope for more visual enhancements: the first video game released in February 2017 and we went hands-on with an earlier build at the PS4 Pro reveal in September 2016, and a lot was changed and enhanced in those final months. Suffice to say, based upon how little weve seen up until now in mix with the quantity of advancement time left to the studio, there may well be yet more next-gen upgrades that have yet to be revealed.
Prior to that, well be seeing Decima once again, albeit from another point of view as Death Stranding and Horizon Zero Dawn are set to arrive on PC in brief order. Here, I d anticipate to see PC-style improvements in accuracy to existing effects, pushed out LODs and so on – however I d be amazed to see any of the next-gen work seen in Forbidden West retrofitted into the older video games. Im captivated to see how some of Decimas foundations shift across – what API will be utilized? Whats CPU utilisation going to appear like? How does Decimas checkerboarding appearance compared to native rendering? And of course, the big one: what do these video games look like and how well do they run at 60fps or higher?

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Death Stranding was a sensational technological accomplishment for the Decima Engine on PS4 and PS4 Pro … and now its heading to PC.But it is this level of realism that does make me question about the extent to which the Horizon Forbidden West trailer represents in-game fidelity, or whether were looking at cutscene-specific systems. It could go either way but I do expect to see better water rendering typically, particularly as we saw enhancements here in between Horizon Zero Dawn and Death Stranding.
That stated, even exceptional models like Aloy in the very first video game saw some compromise – like visible polygon edges on her ears, for example, which look much rounder and more realistic in Forbidden West. Another upgrade is the small fuzzy hair seen on character silhouettes of Aloy that are backlit by the sun – this is something typical to human beings that is extremely hardly ever rendered in video games, as rendering budget plans and art authoring truly can not always afford to plaster openness textures across the surface area of the skin on character models – so I am very curious if Guerrilla is using a conventional card- based system for the fuzzy hair here, or something else entirely.
Obviously, its worth bearing in mind that what weve seen is a brief trailer – a teaser, actually – and there are still numerous concerns we have, particularly regarding lighting and specific levels of possession quality. The trailer revealed no over the shoulder cam shots from gameplay, with more of an emphasis on sweeping shallow close-ups or cinematic shots extravagant in their use of depth of field. Theres a shot that concentrates on the beach, with two incredibly comprehensive crabs in view. Offered how the camera is zoomed in and how the depth of field looks, I would assume they are hero possessions for a cutscene, and not always the quality of the design a player ought to concern anticipate need to they happen across a crab in the game world.

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