![]() Our first impressions of Dark Souls 3's network stress test - as captured on PlayStation 4.Īs for enemies, Dark Souls 3 pushes the engine in a different direction. Dark Souls 3 is using the technology to great effect so far, though perhaps in a different way to Bloodborne. It's clear the engine gives its artists scope to achieve gorgeous backdrops, even with a 'castle and knight' theme in mind. Armour and leather cloaks diffuse light based on their material, light shafts stream between mossy castle arches, and shadows cast dynamically from objects - a method similar to From Software's last work. Its a complete change in art style, but the method of lighting and character shadows still show a commonality. Fine details like plants produce visual noise in this stress-test, especially as we pan the camera, but at the very least its base 1080p image looks crisp.Īs for lighting, Lothric is a broad kingdom expanse, and exposed to more sunlight than anything in Yharnam's early areas. As for anti-aliasing, we're in familiar post-process AA territory again pixel crawl is similar to From Software's last game, and on most sharp geometric edges it's ineffective. Lighting is a similar plus point based on this demo, and it runs at a full 1920x1080 native resolution on PS4 as well. It set a precedent, a divide between the simpler lighting and world designs on From Software's last-gen titles and the studio's output on PS4 and Xbox One.īased on this demo across the High Wall of Lothric, Dark Souls 3's engine matches Bloodborne on many points. Materials were lit with more accuracy - from the flapping cloaks to the cobblestone floors, giving the town a wet sheen where particle effects lit each surface. Its new lighting model took centre-stage, bringing detailed specular mapping across Yharnam. Needless to say, Bloodborne pushed ahead of what we saw in Dark Souls 2, even compared to the 1080p Scholar of the First Sin remaster. With our hands on this early code, we see certain technical points are - perhaps inevitably - re-introduced from the Sony exclusive. Both in its nightmare-fuelled art design and its technical frontiers, Bloodborne was a marvel to behold - a current-gen title in the Souls mould, and also indicative of the direction taken with the upcoming multi-platform Dark Souls 3. The engine at its heart already has many parallels with Bloodborne, a PS4 title that blazed a trail just this year with the studio's more experimental ideas. Running on PS4 for its network stress test, From Software offers a remarkable taster of what's to come in Dark Souls 3, six months ahead of its 2016 launch.
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