Draconisaurus wrote:
TI, people continue to bring out new Nublar-sort things in their releases after yours has finished! I find it a good sign, and wasn't at all sure such a thing would happen. I feel/felt it has an inherently daunting vibe to those who consider it. Melikes to think there may be more!
Personally I love seeing more JP1-themed stuff, even if nobody tries to be quite as ambitious as I was. In fact, I'd say that's a good thing. I think it would be really cool to see another smaller ED-type level that takes place on Nublar but perhaps recreates a different scene from the film, such as the scene where Muldoon is killed by the Raptors - maybe he kills them this time and then has to make it back to the bunker, or escape the island a different way.
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The "raytracing" in that video looks horrible. It just looks like there is this orange glow from Anne's arm and other objects emit darkness. There might be other shaders that do a better job, but that one is ugly. We have the source code for Trespasser, how hard would it be to implement Nvidia's RTX raytracing API? It would do a way better job if it was implemented directly rather than Reshade doing some post-processing.
I agree. After having used ReShade quite a fair bit for various games, I find all it tends to do is make games uglier, unless you're just using it for simple effects like vignette, sepia, etc. My tests with it on Trespasser always looked too bloomy, and the other effects were usually rendered improperly, such as this Raytracing effect. Its effects can't be implemented properly without being linked more directly to the games' code since most of them use a somewhat touchy fake depth buffer effect.
Personally, I don't think Tres even looks that bad for a 1998 video game. It looks a lot nicer than many other popular games released that year, and I even find it looks nicer than some post-2000 games once you start getting into modded levels. Its graphics have a charm to them that adding all of these post-processing effects seems to eliminate.