So it has the full skeleton the full character and every part moves and is animated. The first person animation rig is just the arms up to the shoulder.Ī third person view is what every other player in the world sees when they look at your character. This needs an entirely separate animation rig and separate first person animations. The first person view is a special view where the only thing you see on screen is your weapon and your arms. Traditionally you have a first person view and a third person view. To understand exactly what this means lets first explore how traditional game camera systems work. To clarify, this doesn't mean we're removing first person or third person camera views from the game. We also switched the way we do our animations from a traditional first-person/third-person system to a Simulated First Person system. We love the new feature and we think it really adds a lot of depth to every scene and makes looting houses and exploring the world that much more immersive. Everything looks better and potential performance impact is minimal, if any at all. The interiors of houses will all be properly lit, not bright interiors. So what does this mean for you the player? It means scenes will pop out at you a lot more. Then using the simplified voxel version the global illumination is calculated and then rendered into the scene. Once everything is voxelized lighting calculations can be performed on this very simple version of the scene. Think Minecraft: the basic shape is there but it lacks any detail. A voxel in this context is essentially just a very basic representation of each object. The system works by voxelizing the entire world. Fortunately for us they have incredibly smart people at Crytek that were able to implement it and now we get to pass that on to you!
It has been attempted by other companies but was removed because it didn't perform well enough. Miscreated is the first game, in any game engine, to use SVOGI in production.
In general the lighting of the entire game looks immensely better. Interiors of buildings will be darker than the outside world as they should be and color bounces off of objects and shows up on nearby objects. This system allows us to dramatically change the lighting in the game to a more accurate representation of how light behaves in real life. SVOGI (Sparse Voxel Octree Global Illumination)
#MISCREATED DOWNLOAD SIZE UPDATE#
We do plan on doing a few hotfixes within the next few days, but we didn't want to hold back the update anymore. We've spent a lot of time working on this release and we hope you guys enjoy it. We've also added SVOGI to the game which improves the look of the game dramatically. It will require a full download from Steam - approximately 7GB in size. This is a massive update to the game and almost every file in the game has changed as a result.