hansssi Posted April 21, 2008 Share Posted April 21, 2008 Link Link to comment Share on other sites More sharing options...
GreenWeed Posted April 21, 2008 Share Posted April 21, 2008 New screen ?: Link to comment Share on other sites More sharing options...
hansssi Posted April 21, 2008 Author Share Posted April 21, 2008 New screen ?: I was thinking the same, but I'm not sure? Link to comment Share on other sites More sharing options...
JPost Posted April 21, 2008 Share Posted April 21, 2008 Not a new screen but great interview! Link to comment Share on other sites More sharing options...
dirtycopVCPD Posted April 21, 2008 Share Posted April 21, 2008 New screen ?: It's an older screen, but I think it's been widened to include more detail. Link to comment Share on other sites More sharing options...
chugen Posted April 21, 2008 Share Posted April 21, 2008 New screen ?: not new, but it looks more clear. Edit: thanks for the link. Link to comment Share on other sites More sharing options...
thesm Posted April 21, 2008 Share Posted April 21, 2008 The screen has been zoomed out too show hud, radar, guns, ammo, health etc, etc, the screenshot is fairly old, but they must of just added a zoomed out version. Link to comment Share on other sites More sharing options...
FrenchGuy Posted April 21, 2008 Share Posted April 21, 2008 Yep old one, but with high resolution now! Thx Link to comment Share on other sites More sharing options...
gta-guru Posted April 21, 2008 Share Posted April 21, 2008 never saw it, so its NEW TO ME Link to comment Share on other sites More sharing options...
gta-guru Posted April 21, 2008 Share Posted April 21, 2008 Eurogamer: Are there any other effects in the game of which you're particularly proud, or which threw up particular design challenges that you feel others have yet to overcome? Aaron Garbut: I think the lighting system in general is pretty amazing. There are no hard limitations on the number of active dynamic lights around the player. The real-time shadows are working across every object and surface in the game with everything self-shadowing and casting onto everything else, there's ambient occlusion and emissive lighting on top of that. And then your standard next-gen shenanigans - light shafts, bloom, depth of field and motion blur, and of course it goes without saying everything's rendered with HDR. The net result is a fully dynamic, real-time lighting system that is consistent across every surface in the game and has the subtlety and solidity of prebaked lighting. We've always had to make compromises in GTA's lighting because we had dynamic time of day. You make a trade-off with this essentially between variety and quality. There's a lot of stuff you simply can't do because the lighting needs to gradually fade between hours and weather types. With the system we have now though, there really aren't the same trade-offs. We get amazing almost prebaked quality combined with a constantly changing world. Where you can stand at the same spot and the combination of weather and moving time will mean you will probably never see it look the same twice. Hearing this ^^ gets me more excited than anything else Link to comment Share on other sites More sharing options...
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