KazeoHin
[H]F Junkie
- Joined
- Sep 7, 2011
- Messages
- 9,003
because that's a screen space effect, unlike what fallout does
Yes, I know. But how is that relevant?
Crysis (and most who imitate the engine) uses the depth buffer and applies a radial blur away from the screen-space source of light. Unlike other engines, though, the Cryengine method applies this to ALL fog in a scene, so the 'godray' effect is present, though subtle, throughout the game and requires (by today's standards) very little power to run. Why Nvidia thinks that we somehow need dynamic tessellation to accomplish virtually the same effect is beyond me.
I hardly understand how hardware tessellation is used with this effect...