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Rise of the tomb raider lock pick
Rise of the tomb raider lock pick




rise of the tomb raider lock pick
  1. #Rise of the tomb raider lock pick 1080p
  2. #Rise of the tomb raider lock pick full
  3. #Rise of the tomb raider lock pick pro

The reflections are disturbed realistically by rippling on the water’s surface and by Lara’s movements when she swims or thrashes about. Lara always seems to spend a lot of her time in the water and Shadow uses cube maps and screen space reflections to produce naturalistic water surfaces. It’s a subtle effect that contributes to immersing the player in the game world. These maps add three-dimensionality to the forest floor and the stone walls found in tombs.

rise of the tomb raider lock pick

Speaking of depth, Shadow makes heavy use of parallax occlusion mapping on both ground and vertical surfaces. Shadows are presented in high resolution but are softened to provide a more naturalistic look which greatly enhances realism and depth. The shadows in Shadow of the Tomb Raider play an especially important role in jungle scenes where light is broken up by moving foliage, and in outdoor and indoor scenes lit by candles, torches and camp fires. Volumetric lighting gives jungle scenes a feeling of mystery and provides enhanced depth to both indoor and outdoor locations. Light interacts with leaves in more naturalistic ways and there are a lot of leaves in the jungle. 'Shadow of the Tomb Raider' Credit: Digital Foundry Screen tearing is also present on the One X but not the Pro.

rise of the tomb raider lock pick

The One X, on the other hand, drops more frequently and can fall into the mid 20 fps range under high stress.

#Rise of the tomb raider lock pick pro

The Pro hits the target almost all the time with only occasional brief, shallow drops. The situation is reversed when frame rate is capped at 30 fps in the high-resolution mode. A sequence with Lara running through dense jungle foliage averaged 56 fps on the One X and 51 fps on the Pro with the Pro dropping as low as 40 fps at times. However, the One X runs at 60 fps more frequently than the Pro and doesn’t drop as far when it dips. Again, neither console can maintain a lock on the targeted frame rate. The high frame-rate mode on the more powerful consoles targets 60 fps. The PS4 does a slightly better job and uses an adaptive V-sync solution that eliminates the screen tearing that occasionally occurs on the One S. Both exhibit relatively slight frame-rate dips and frame-time aberrations in scenes with dense foliage or intense action. Neither of the base consoles can maintain a lock on their 30 fps frame-rate cap.

#Rise of the tomb raider lock pick full

The One X offered a mode that rendered Rise in full 4K while the Pro used checkerboard rendering to produce an approximation of native 4K.įrame rate can drop as low as 40 fps in the high frame-rate mode on the PS4 Pro. Shadow’s resolution falls short of Rise on both the Pro and the One X. The One X does better with a straight 2016p render (3584 x 2016, 87% of native 4K). In the high-resolution mode, the Pro uses checkerboard rendering to reach 1872p (3328 x 1872 or 75% of native 4K’s 3840 x 2160).

#Rise of the tomb raider lock pick 1080p

Resolution is fixed at 1080p on both consoles in the high frame-rate mode. The Xbox One X and PS4 Pro versions offer the choice between high frame-rate and high resolution modes. (If some technical terms are unfamiliar, check out this guide. In Digital Foundry’s opinion, the difference between the One S and PS4 versions is noticeable but not significant enough to be important. This might seem like a cause for concern, but Shadow adds a high-quality temporal anti-aliasing solution to the mix which wasn’t present in Rise and which compensates for the resolution difference to a large degree.






Rise of the tomb raider lock pick