I think it’s unfair to tar DTG with that particular brush, it can’t be intentional. It definitely looks like GPU artefacts to me, either driver or hardware.
The reflections from the displays in the side windows are not bugged: But in the front window they are: Maybe the angle is awkward or it's sampling the backside of the displays and freaks out? It might also be that the front window UV mapping is distorted. I've seen reflection artefacts in other games where this was the case. And since it's a transparent window it's not unlikely the artist didn't care much about the UV layout for the front window.
I'm getting the same effect. It's definitely an artefact of SSR. These screenshots are with TAA but I noticed the effect is even stronger if using FXAA. Cheers
Just when I wanted to give them the benefit of the doubt Another feather in the cap of DTG’s industry leading beta and QA testing. That’s a bit of a game breaker IMHO.
Whatever it is it's obstructing the view when it looks bugged like that in the BR 185 Okay, a final one from me. Loaded up ICE and the display reflections look okay in the front window here, only the annunciator lights [SIFA] etc to the left freak out a little: And a kinda funny behavior is when whatever is reflected goes out of camera view (I tilted the camera a bit up) it also disappears from the reflection it's magic: Also note that the artefacts can be observed externally when reflecting bright things like lights.
ps WTF is going on with those screens in that first shot? They look absolutely nothing like reality. I was considering buying this today (just to see) but probably not now. Edit…I did This lack of attention to detail can’t just keep happening.
They're at full brightness but thankfully brightness can be dimmed. I didn't care to do it when I only went in to take some screenshots. My bad!
Do they look ok dimmed? Even then fully bright CRT screens don’t look like that in darkness! What’s the bets there’s an .ini tweak out there that will increase the quality of those SSR’s?
It's in the name: Screen-space reflections. If it's not on the screen, it won't show up in a reflection. It's a very good way of doing reflections at low angles (like puddles on the ground) but not when staring perpendicular to a surface because you have to also reflect things behind or out of view of the camera. This is one aspect where ray-tracing really helps. Cheers
I agree it's a bit much right now, but they're only this extreme when it's dark. Example at night with left display fully dimmed and right display fully bright: Example at noon with left display fully dimmed and right display fully bright:
In the first screenshot, what is that blue diagonal line near the red signal lights? Is that reflecting from the cab?
Here's a screenshot from a flight simulator where the reflections show in the window even though the avionics is not in the view, somewhat distorted mind you: That would be the blue bar from the display to the left.
There is but I'm not sure if you can fix this without disabling reflections entirely. You can set a texture to be used as minimal reflection if there isn't enough detail in view for SSR to do anything useful. You can see this in TSW as well. If you look at a shiny surface from a side angle, you can see the reflection of the surroundings in real time pretty clearly. But if you face the surface head-on, the crisp reflection is replaced by a low-res texture. This is par for the course in game development. Cheers
Overall I think the lighting is definitely better at night than in TSW2. I do think that the values of the lights in buildings and other background environments needs tweaking though - coming out of the tunnel and into St Pancras and it looks like there's a massive power cut. Although, given the current cost of power, maybe this is a premonition...
In UE4 the reflections are kinda magic tbh - it's a technique called SSR (Screen Space Reflections) and they literally are just mirroring bits of the screen in an attempt to be clever and do so at near zero cost. Full "proper" reflections would look much better, and destroy your framerates We are going through a process of removing reflections from the inside of glass windows - you should see the ICE 3 for example no longer has that horribly flashing artifacting that it used to have on TSW2, that's just the same thing which has been disabled. Matt.
I think the ICE 1 is doing the same thing, if I’m thinking of what you’re thinking of (it only happens with motion blur on). It’s not as pronounced but it’s definitely there.
Depends on how Adam's team can get working on things, now we know what to do it can be added to what Adam's team do on preserved collection but I'm going to say to expect that it *wont* happen just to be on the safe side here.