Gamescom 2018: Shadow of the Tomb Raider PC Technology Trailer

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Lol. Real-Time Raytraced shadows => 0:22 - It is fake as hell. Each actor casts just shadow from closet light source. And completely ignore shadows cast by other actors. Like lady in gray cape having just one shadow even when there are 2 light sources in opposite direction at almost same distance from her. Or that little girl on right having actual shadow when that light source is blocked by boy's hand. (+it looks like shadowing model is just some cubemap projection which is precomputed as shadows do not match character animations.) HBAO+ => Proven Ambient Occlusion? => 0:26 - More like baked-in shadows because moving leaves have static shadows. That falling rocky pillar in red illuminated water did not change shadowing for environment at all. CHS => Realistic Shadow Fall Off => 0:48 - Yeah, daytime... bottom of cliff is like 20 times brighter than area beneath it which actually receives light from sky (clouds)? HDR => Higher Contrast and more Vivid Colors? => 0:58 - Those leaves are really getting black in daytime as they are shadowed by other leaves from primary light source? What about Ambient light? SSCS => Enhanced surface definition => 1:05 - As could have been senn in 1080p per rendered pixel precision is poor. It improves fidelity due to 4k, not SSCS. Post-processing "Sharpen" filter does better job. So what's actually there? HQAA, Tesselation. Anyone impressed by that?
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For the price they are charging for these new cards with that tech i would expect nothing less than Ray Charles to comes to my home and move lights around the room while i play the game. lol
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Here is video dedicated just to ray traced shadows: [youtube=k12cf15VvV4]
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spectatorx:

Here is video dedicated just to ray traced shadows: [youtube=k12cf15VvV4]
Thanks. Confirms my suspicion. Very hand which holds light source does not cast shadow. There are likely many tricks involved. But nice thing is that in some situations characters can cast shadow from 2 light sources. On other hand, traditional methods allow characters to cast shadows from 6~8 light sources without huge performance impact. Only real improvement in shadowing here is that shadows have progressive "softness" based on size of light source and distance of shadow casting actor from light source and surface where shadow falls at. But from math perspective, that should not be hard to add into older soft-shadow methods, nor it should be heavy on HW. Btw, volumetric fog/lighting looks nice. I do like that, it is rare to have it in game. I remember that it was supposed to be in Division with quite a few real time lighting/shadow features and following downgrade on release. So, I wonder if we'll have this on release day or not.
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Fox2232:

So, I wonder if we'll have this on release day or not.
Is this a Ubisoft game?