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Given the amount of GPU power required

Football’s governing body offers demanded details of payments amid claims the French star’s agent Mino Raiola will certainly receive a staggering £41. 39M in commission. French reports state Fifa have been examining the Pogba offer since September 16. Speaking to Dream Team Gaming last year, Frostbite Studio Director Jonas Skantz revealed FIFA 18 will be a significant leap in visible quality - in spite of running on the same motor. Thanks to Frostbite's enhanced lighting capabilities, players' skin tone looked much more lifelike than within FIFA 16. This is due to something known as Physics-based Rendering (PBR) - which renders graphics in a way that much more accurately models the flow of lighting in the real world. This means re-creating everything from essential reflections, to specular intensity, gloss and global illumination -- where light bounces or is released from objects other than the primary light sources. We'd expect this particular to take another jump in FIFA 18 - with more fine detail such as wrinkles and under-eye shading to create players look much more realistic. Previous games to have used Frostbite include Battlefield 1 (below) - that boasted near photo-realistic characters both throughout cutscenes and in-game - largely because of the way the motor recreated light. Unfortunately, although the likes associated with TressFX have made huge leaps in the reproduction of a realistic barnet,

given the amount of GPU power required -- and the sheer number associated with players on the display screen - this will not feature in FIFA 18. While tresses will still look 'stuck on' and lack movement -- we'd expect to notice slightly more fine detail due to an increased polygon count. Post processing, such as depth associated with field and movement blur, will go some way to mask static hair, buy fut 18 coins too. Numerous gamers noticed that whilst FIFA 17's characters looked realistic, these were let down by a 'dead-behind-the-eyes' look. Given the emphasis on The Trip - which required lead character Alex Hunter to show a variety of emotions - it detracted from the encounter. A large part of this is due to the nature of the game itself. Character models' eyes are often programmed to just look into the ball - so do everything they can to maintain their head and eyes centred onto it. Creating realistic eye then becomes a good engineering task associated with figuring out how much of the animation you can show without destroying the target of where the golf ball needs to be.

Thankfully, this is an area that EA along with rival web publishers 2K, are moving a lot of resource in to. An initial improvement is going to be increasing blinking frequency or introducing saccades - the fast, simultaneous movement associated with both eyes among two or more phases associated with fixation in the same direction. This will likely be the biggest area of improvement, despite the fact EA is going to be reusing and tweaking animations from FIFA 17, rather than starting from scratch. Managers will be the focus, given the gulf of animation quality between them and also the players in FIFA 17. While some work was made to try and capture managers' behavior and individual characteristics, further refinement is required to help add much more character. Frostbite is actually full of tricks to create games look quite - tricks that were arguably underused within FIFA 17. Consequently, expect an improved level of field and motion blur to feature - making character movement look more 'TV' such as when watching replays www.randyrun.com/FIFA%2018_currency/

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