We believe next gen beauty isn’t about poly counts. It’s not about texture resolution. Those are last-gen concepts. Next-gen beauty is about light.
Our challenge in this game was really to make that dynamic. To make those systems work and combine in a vast world at any time of day, and in any atmospheric or weather condition. We also had to make that scale. We have a huge world which we need to fill with light. Light from headlights, light from streetlights.
With Horizon we pushed dynamic lights with the headlights. Now every single light in a scene is dynamic, which is only something we’ve been able to achieve with the switch to a next-gen platform.
The headlights themselves are no longer just standard dynamic lights; they’ve actually got modelled aberration and chromatic aberration from a proper headlight, which is why when drive around the scene and you see the headlights reacting to certain objects you’ll see a slight rainbowing on the edge. That’s all down to that particular part of the system.
Read more at
http://www.worldsfactory.net/2014/06...pjClWM7t7mO.99