Nu le-au rezolvat inca dar macar e clar ca sunt aware de ele.
Mie asta mi-a atras atentia :
NPCs that seemed to suffer from insomnia and would gather in large groups at night in settlements should act more naturally now.
@razvanrazy, checkerboard + VRS functioneaza in acelasi timp in HFW, pentru ca asta se intampla pe PS4 PRO chiar acum.
Checkerboarding-ul a fost super bun in era PS4PRO (doar ca nu putea fi implementat in orice engine). RDNA2 stie VRS/dynamic resolution si FSR nativ, care nu are cum sa fie mai slab decat checkerboard. Sper doar sa inceapa sa-l implementeze mai repede.


Am mai gasit un articol despre foliage rendering in HFW. Eu cred ca asta e pb cu shimmering-ul de acum.
https://schedule.gdconf.com/session/...en-west/882796

To accelerate its foliage and alpha tested geometry Horizon Forbidden West implements a novel loosely tiled deferred texturing system. A visibility buffer is drawn as a pre-pass followed by analysis and shading steps which run entirely in compute shaders. The use of compute shaders also provides extra flexibility that allows for the implementation of a software variable rate shading solution. Due to being able to run on the compute pipes on PS4 and PS5 it is able to overlap both the G-Buffer rendering and the rendering of cascaded shadow maps meaning that analysis and shading typically have very little overhead. This presentation will describe details of the system, and the optimizations and design choices made to integrate it into the Decima engine.