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PCGH Release Screenshots That Flaunt Two Worlds II Graphical Abilities. |
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16. October 2010, 20:31
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PCGH Release Screenshots That Flaunt Two Worlds II Graphical Abilities.

PCGH, a German Gaming Website devoted to specifically PC Games have got their hands on Two Worlds II ahead of its November 9th Release and have been allowed to take screenshots, 33 have been released and could even be used as Wallpapers for your Desktop.
Screenshots are in 1280x800[Suitable for Smaller Displays]at PCGH's Gallery.
Most Images Removed at request of PCGamesHardware.
You can download the High Rez Images here.
   
Read the Technical Details Below(Translation by Google)...
Quote:
Two Worlds 2: The renderer of the GRACE.
In an interview with Mariusz Szaflik, the Lead Engine Programmer by Reality Pump, we learned various details: Admittedly, Two Worlds 2 as a cross-platform titles, the PC version may, however, with higher-resolution textures, detailed shadows, and improved SSAO (ambient occlusion ) decorate - and it shows. On a purely technical level drives the GRACE nowadays usual full program to this: A FP16 pipeline, including tone-mapping and deferred rendering, scattering effects, ambient occlusion, depth of field, blur, and Bloom, very chic (real time) reflections, soft shadows and a generally successful lighting with multiple light sources (such as skeletons with glowing innards, stagger through the dark passages). A special treat is the so-called quadtree displacement mapping , including self-shadowing, which was explained in the GDC 2009, and textures with realistic depth gives.
Two Worlds 2: Eight cores ahoy.
And the current multi-core trend closes it at Reality Pump it: two nuclei are necessary for maximum detail (with a core running the game but also) to run this rendering and gameplay. Towards the top, the GRACE scaled with many nuclei (supports up to 36, 24 Reality Pump has been tested successfully at least), are created in the corresponding number of threads. Thus, the streaming or the sound will be distributed to other cores, the same is true for physics. Here Nvidia PhysX is used, CPU or GPU accelerated. The look is the same, CPU users also need not expect any performance problems. PhysX provides a relatively lively interaction with the game world, be it magic or items - including clothing moves physically with bob hair reindeer and commute on standing from left. Reality Pump GPU PhysX considered a double-edged sword, the acceleration via the graphics card would eventually offer only a very strong model of added value. Incidentally, the sound delivers Open AL.
Two Worlds 2: MLAA and DX9 to DX11.
We present the version of Two Worlds 2 runs under DirectX 9, anti-aliasing can not activate the menu at least. However Worlds Two 2 seems a very good MLAA implementation (Morphological anti-aliasing, Intel reference implementation) to provide for smooth, shimmering edges, we could make only very rarely. Support for DirectX 10 and even DirectX 11 is probably replenished by Patch, talking is a better anti-aliasing, and improved post-processing, so exactly the cases in which can trump DX10/11.
In the gallery are 30 impressions from the first hours of play. All screenshots are indeed made without HUD and changed camera angles, however, offer in-game appearance. Two Worlds 2 ergo looks like in these pictures.
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PCGamesHardware.
Last edited by Infamous; 18. October 2010 at 18:01..
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