Spedemix

Reflections....

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The only kind of reflections this game has are cubemaps which are basically the lowest kind of reflection type. The game doesn't even have screen-space reflections and this video proves it:

 

Spoiler

 

If the game had SSR, you'd see yellow on this leviathan that's been painted with a shiny pink color.

 

Or this water would reflect the car if the game had SSR:

 

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It's 2019 and game companies in your neighboring countries are doing path-traced reflections. Remedy Entertainment (a finnish game company) is releasing a game called Control next year which according to certain sources is one of the most impressive upcoming implementations of ray-tracing. Meanwhile Crossout doesn't have even screen-spaced reflections. :dntknw:

 

This old pic Crossout used to have reflections of sort:

 

Spoiler

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You can see how the water here reflects things which aren't even on the screen. Since ray-tracing definitely wasn't a thing back then, it probably means this Alpha is using some kind old-school reflection method. Probably re-rendering the whole scene (which is very taxing for GPU).

 

Can we get some screen-space reflections for shiny paints and water?

Edited by Spedemix
typos, changed pic
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Suggestion opened up to gather more feedback. :salute:

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Oh yeah, an addition:

 

If the console versions can't for some reason handle SSR, on PC, make cubemap-only reflections a "Low" setting and set the console versions to that. Then add a "High" reflection setting which adds SSR for PC. Crosout wouldn't be the only video game in the universe to have PC graphical options to scale beyond what consoles can do.

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Meh. I turn all the eye candy to lowest possible settings, so that I can actually see the enemy and his weapons. 

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Sure, why not, people probably do that if BF5 too.

 

Yet DICE didn't decide to forego Ray-Traced reflections in that game.

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More eye candy is always nice.... as long as it does not raise overall hardware requirements to much.

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The price on Chrome paint will skyrocket if this come into place but it is for a good reason.

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9 hours ago, ARES_IV said:

More eye candy is always nice.... as long as it does not raise overall hardware requirements to much.

My knowledge of game design is somewhat limited but as far as I've understood, implementing SSR is pretty simple from a technical standpoint plus it's also relatively liht on GPU and easy to make scale for different systems. That's why it'll likely remain a popular technique even once the Ray-Tracing has become widespread.

 

Most games which have "reflection quality" setting tend to set it kinda like this:

 

  • Ultra: full resolution SSR (of your screen resolution)
  • High: half-resolution SSR
  • Medium: quarter resolution SSR
  • Low: No SSR (only cubemaps)

 

Most console versions of a game tend to use half- or quarter rez SSR to make sure your performance doesn't suddenly tank if you happen to be in a intensive scenario with lots of reflections. Lazy but effective.

Edited by Spedemix
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That didn't take long and I'm super excited about it!

 

From the Test server. Images are untouched.

 

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Edited by Spedemix
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