- Deferred layered rendering - rendering in layers has always been big in CGI, being able to render bump, specular, shadows etc...as separate passes. Layers are assigned to be handled by multiple SPE's inside the CELL.
- Motion blur - full motion blur! the anti aliasing killer! the 1st console* game to feature this (PC Crysis)
These 2 things will define the new standard for all real time game engines, might sound boring but running the game engine mainly through the CELL frees up memory in the RSX (graphics shipset) to hardware render sprite particle effects, probably why the explosions look so lush, particle speed is a little slow compared to the target render from E306 but still!
I cannot wait for this showcase of how a modern true next gen engine should operate, pisses on the unreal engine from a height of a tree. x
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