![]() There are configuration options in the UI to turn this feature off.Īgain, please visit this link to see the improvements to water in action: It also shows wave displacement based on area wide and local wind sources (such as explosions) much more realistically than the previous water did.Īs with the other lighting changes, some areas may appear differently, and builders using tile lights will now see them in the reflections, and may wish to edit an area’s lights so that both the area and the reflections appear as desired. It now renders full dynamic light reflections, including sun and moon. Water presentation has also been improved significantly. If you find that the game has become too dark or too bright, we recommend that you adjust the brightness level by using the gamma slider accessible in the graphics options. ![]() We have been carefully tuning the various parameters to minimize this effect, but ultimately, moving toward more realistic and sophisticated lighting will always come with this trade-off. Note that since the new lighting engine constitutes a significantly different way of computing light interaction and behavior, it is inevitable that overall illumination levels in some areas will change, which can result in certain areas becoming too bright or too dark. We would suggest leaving them at the defaults though, to ensure uniform content presentation. You can also tweak various parameters of the new lighting engine, such as attenuation and falloff. The lighting engine is by default on, but optional, as it is heavier on the GPU than the previous lighting model (especially if you run with 32 lights, but a minimum of 16 lights is recommended). The left side is the old/current render the right side is the new lighting engine. Slide the blue dot in the middle of the images to compare before/after. Since a picture says more than a thousand words, please visit this link to see some comparison shots: Full dynamic lighting, supporting up to 32 dynamic lights (previously NWN effectively only supported 6).Per-pixel lighting rather than per-vertex of the old setup, yielding much more precise light illumination levels relative to distance.Tone mapping that prevents color distortion of bright lights and enables overbright.All in all, this gives a more realistic and “natural” look. Physically based rendering (PBR), with emulation of specular reflection, surface “roughness”, Fresnel-effects and gamma correction.These are the main elements of this new lighting engine: The aim is both to allow much higher quality future content, but also to enhance the visual quality of existing content. This patch includes a new enhanced lighting engine, that is governed by the same principles as you would see in other modern games that aim for realistic lighting. Singleplayer modules made with this new patch 1.81 cannot be played on older versions, however. To get the full experience, you will have to update both server and clients to this release. 13 so you can play on servers with it that have not yet upgraded (though the majority of the new features will not work). Read on for all the details!Īs always, this patch is network-compatible within the current major version (8193), including the old stable release. We’re introducing a new lighting engine to enhance the graphics, dozens of toolset updates, plus plenty more features and fixes. This update is big - the biggest the game has seen since its original release in 2018. Today we release Patch 8193.15 for Neverwinter Nights: Enhanced Edition!
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