

In addition to this, the water isn’t transparent as well and this comes together to make the water implementation one of the weaker elements of the visual presentation. Water bodies in the environment use cube maps for reflection, which have a surprisingly low resolution. The Luminous Engine renders a ton of foliage from grass to trees at any given time, and while those assets aren’t as reactive as say Ghost of Tsushima, it looks pretty dense nevertheless. Environmental assets look really crisp with high polycounts throughout. Other minor changes include an uptick in asset quality for the environment among other general improvements which we will be discussing in detail in further sections of this feature.įorspoken takes place in the kingdom of Athia, which is a vast land filled to the brim with interesting structures and varied wildlife that you will face through your journey. On the same note, character models seem to have high polycounts. The engine also seems more robust than before in terms of handling tons of visual effects at any given time like alpha particles and Forspoken makes good use of that with a combat system that’s heavily reliant on such visual blemishes for its appeal. This is why it isn’t surprising that Forspoken on PS5 gives players a total of 6 graphics modes to choose from. So, the game needs to scale accordingly with respect to performance for those variations.
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Since Forspoken is the Luminous Engine’s first multi-platform release (it releases for PC at the same time) for current-gen hardware, it needs to account for a ton of system configurations both on the highest end and the lowest end. And the second change is that the engine has been made to be a lot more flexible than before.
#FORSPOKEN PS4 FULL#
The first change is in terms of lighting, where we get full support for ray-tracing support for global illumination and shadows. With this feature, we will be diving deep into the PS5 version Forspoken for a complete graphical analysis to find out what’s good and what’s not.įorspoken uses the developer’s in-house Luminous Engine, which is a powerful tool capable of rendering detailed models and vast open-worlds, and when it comes to Forspoken, the team seems to have done a lot of updates to its rendering pipeline to make it better suited for a new console generation. While it might not match the precedent it set with the first trailer, Forspoken is still a graphical powerhouse. It’s been more than 2 years since that trailer was released, and we finally have Forspoken on our hands now. The trailer looked absolutely amazing with stunning art direction and plenty of sweeping vistas of a fantastical world, all rendered with an astute attention to detail. They also spoke about two particular PlayStation exclusives to help them learn what open-world mistakes they should avoid while working on Forspoken.First revealed as Project Athia, Forspoken dropped many jaws when it was revealed as a graphical showcase for the power of the PS5.

#FORSPOKEN PS4 PS4#
VG247 recently had the opportunity to talk to some of the devs on Forspoken too, where they explained why releasing the game on PS4 just wouldn't be possible. Obviously with the demo available to try out now it's up to you what you think of the game, but for those who are concerned about what's there currently, it's at least good to know it doesn't reflect the final game. So the full game isn’t actually designed like that, that was just specifically created for that demo experience." So that was specifically kind of fetch quest-like in terms of the makeup, like, do these five objectives and then you get to fight a boss. Talking about the demo the interviewer played at the Tokyo Game Show earlier this year, the same demo players have access to now, Mtsuno said "that was a specially crafted gameplay demo just to give a feel for the mechanics of parkour and magic. To see this content please enable targeting cookies.
