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Will we see the same quality level of faces in cinematics and in-game as well?

TL;DRYes, cinematics and in-game use the same face assets, differing only in camera distance, depth of field and lighting, and the faces are so detailed that current face accessories are lower detail.

Hannes AppellDirector of Cinematics

Yes. The only difference is always: what is your field of view? How close can you get to the guy? Is depth of field on? What is the lighting? These are the same assets. We are not switching to another type of asset if you're in-game.

Brian ChambersDevelopment Director, Foundry 42 Frankfurt

I will say that that's fairly rare, at least in my experience: hey, here's a cinematic, now we have a different LOD for the head that's crazy high, or here's the special cutscene head that we're swapping in. But he's absolutely right. Our faces are the faces. And they need to be able to hold up from a distance, and then you need to be able to get close and see them as well.

Hannes AppellDirector of Cinematics

They're actually so detailed in some cases that our current accessories for the faces are lower detail than the actual faces. So they are very detailed, and in-game you need to really bump into them, really close, to enjoy the detail that they can offer, which is great.

Reverse the Verse›2.11 - DE·
Published on this date.28 Oct 2016