[vc_row][vc_column][vc_column_text]Screen Space Reflections are being treated as the current big thing any next-gen game should have since when Crytek showed them in their famous Crysis 2 DirectX 11 update. So what are they? Unreal Engine 4 (the engine we are currently using for Red:OuT) supports them using a hierarchical system of local cubemaps: basically polling the environment around these probes to calculate quasi-perfect reflections in real time. In case the technical part intrigues you, you can read more about their implementation here: https://docs.unrealengine.com/latest/INT/Resources/Showcases/Reflections/index.html
What it means for us (and for our players) is the joy of next-gen visuals in Red:OuT! Let’s check some comparison screenshots to get a bit more hands-on!
[/vc_column_text][vc_gallery type=”image_grid” interval=”3″ images=”1249,1248,1247,1246,1227,1226″ display_title_caption=”true” layout=”3″ gallery_style=”1″ onclick=”link_image” custom_links_target=”_self” img_size=”400×150″][heading subtitle=”Our customer support department will take good care of you!”]Do you like this change? Tell us![/heading][/vc_column][/vc_row]

2 Comments
Cesar Falcao
I think this reflection effect on alpha video 1 is the most amazing eye candy of the game. Yes the track, scene and speed are really great, but the reflections on the track is a first one for me. Ia it hard to implement in UE4? What hardware can handle this: PC/iOS?
Valerio Di Donato
Hello Cesar,
It’s not hard at all to implement thanks to UE4. Hardware wise, we are building against PC/MAC, Xbox One and Playstation 4. Not sure about Mobile support.
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