Post Processing is key, but it is all in orchestration now. Occlusion culling and hard shadows, baked lightmaps and emissive materials are bringing that extra little detail you wouldn’t really notice in a game like Twilight Punkster, but isn’t the devil in the detail?
But it doesn’t stop there - a much more elegant bloom and motion blur have been added, and there multiple profiles active instead of only fixed settings.
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