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Grand Theft Auto IV's Aaron Garbut: Part 1


hansssi
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dirtycopVCPD
New screen ?:

 

user posted image

 

It's an older screen, but I think it's been widened to include more detail.

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New screen ?:

 

user posted image

not new, but it looks more clear.

 

Edit: thanks for the link. cookie.gif

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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.

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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 inlove.gifinlove.gif

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