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Ah cool. Been waiting for this feature. So far, I haven't seen this effect in games.Previously, Takeuchi has spoken about the importance of light in the game. In this latest interview, he offered an example of how light will play a role. Say Chris enters a doorless building. The surroundings are bright and the interior is dark, so it takes Chris a few moments to adapt before he can see. The game will replicate this, along with the opposite effect of going into a bright area after being in the dark for an extended period. This is where you can expect to encounter some of the series' trademark fear, this time from the inability to aim or see.
So...this won't be an RE4 or anything like the older games?
Interesting!
Ah cool. Been waiting for this feature. So far, I haven't seen this effect in games.
I believe the engine TES: Oblivion uses had the ability but it wasn't used very well.
I don't know. In the ini there are values you can change for eye adjust but I didn't notice any difference when messing with them.
Imagine what all could happen in the time it takes for your eyes to adjust to the sun or to darkness. Awesome as hell.
Your kidding right? 0_0
[BlurShaderHDRInterior]
fTargetLUM=1.0000
fUpperLUMClamp=1.0000
fEmissiveHDRMult=1.0000
[B]fEyeAdaptSpeed=0.5000[/B]
fBrightScale=2.2500
fBrightClamp=0.2250
fBlurRadius=7.0000
iNumBlurpasses=1
[BlurShaderHDR]
fTargetLUM=1.2000
fUpperLUMClamp=1.0000
fGrassDimmer=1.3000
fTreeDimmer=1.2000
fEmissiveHDRMult=1.0000
[B]fEyeAdaptSpeed=0.7000[/B]
fSunlightDimmer=1.3000
fSIEmmisiveMult=1.0000
fSISpecularMult=1.0000
fSkyBrightness=0.5000
fSunBrightness=0.0000
fBrightScale=1.5000
fBrightClamp=0.350
fBlurRadius=4.0000
iNumBlurpasses=2
iBlendType=2
bDoHighDynamicRange=1
[BlurShader]
fSunlightDimmer=1.0000
fSIEmmisiveMult=1.0000
fSISpecularMult=1.0000
fSkyBrightness=0.5000
fSunBrightness=0.0000
fAlphaAddExterior=0.2000
fAlphaAddInterior=0.5000
iBlurTexSize=256
fBlurRadius=0.0300
iNumBlurpasses=1
iBlendType=2
It's called HDR.
high dynamic range imaging (HDRI) is a set of techniques that allow a far greater dynamic range of exposures (i.e. a large range of values between light and dark areas) than normal digital imaging techniques. The intention of HDRI is to accurately represent the wide range of intensity levels found in real scenes ranging from direct sunlight to the deepest shadows.
Erm, that's what I was talking about too, in DoDS and CSS or any source maps/games with proper HDR, walk into a dark room from a very bright outside, its very dark and hard to see with your eyes gradually adjusting, go outside from a dark room the opposite happens, it becomes too bright to see and your eyes have to adjust, so its not something new and groundbreaking..
That was a remake, though. Changing the way the camera works would ruin the entire game, since every event is built around using the camera angles to heighten the fear and tension.They already did that on the GameCube a few years ago.
keep yah pants on Warbie ;P
meh, resident evil has always been known for cheesy ass dialogue..."I have a job to do, and I'm gonna see it throught!" Oh dear.
When he said that I immediately thought of you.Looked pretty damn good. Tense, exciting, certainly looked cool.
"I have a job to do, and I'm gonna see it throught!" Oh dear.