New article on Bethesda.net talking about graphics technology of Fallout 4. Highlighted is the first change from the Creation Engine in Skyrim:
And here is a list of things they have added to the creation engine:
https://bethesda.net/#en/events/game/the-graphics-technology-of-fallout-4/2015/11/04/45
The first thing we did after Skyrim was to enhance the Creation Engine’s graphical core by adding a physically based deferred renderer. This new renderer allows us to add many more dynamic lights to every scene, and paint our surfaces with realistic materials. We want objects and characters in the world to feel tactile and grounded, and a big part of that is ensuring that these materials are distinct – that metal reflects light in a distinct manner from wood, for example.
And here is a list of things they have added to the creation engine:
- Tiled Deferred Lighting
- Temporal Anti-Aliasing
- Screen Space Reflections
- Bokeh Depth of Field
- Screen Space Ambient Occlusion
- Height Fog
- Motion Blur
- Filmic Tonemapping
- Custom Skin and Hair Shading
- Dynamic Dismemberment using Hardware Tessellation
- Volumetric Lighting
- Gamma Correct Physically Based Shading
https://bethesda.net/#en/events/game/the-graphics-technology-of-fallout-4/2015/11/04/45