Rise of the Tomb Raider is coming to Xbox 360 and Xbox One on next month and to the PC platform will be released in early next year. From what we have seen, the graphics seem to be a step up from its predecessor present in the reboot of 2013. On this occasion, technical art director of Rise of the Tomb Raider, Mike Oliver, has published information on the graphics technology that will be present:
Image Based Lighting
Materials based on physics
Adaptive tone mapping
Motion blur (motion blur)
Depth of Field (Depth of Field)
Most of these solutions are already present on the platform, such as ambient occlusion and old motion blur and DOF, but there are two new modern, made possible by new systems based on physical rendering and it is interesting to analyze:
The lighting system based on image allows the graphics engine requires less static lights on stage, minimum and maximum calculated from what we see, without stress to render.
Adaptive tone mapping is another interesting news, which already can be seen in as many modern games, and what it does is convert the most extreme lighting a tone that can interpret our monitors, giving a more natural environments especially, with natural light.
Both technologies have borne great fruit in games like Assassin’s Creed Unity (despite the problems), so we hope that this new game Lara Croft similarly surprised us.