Forspoken model
On the same note, character models seem to have high polycounts. The engine also seems more robust than before in terms of handling tons of visual effects at any given time like alpha particles and Forspoken makes good use of that with a combat system that’s heavily reliant on such visual blemishes for its appeal. This is why it isn’t surprising that Forspoken on PS5 gives players a total of 6 graphics modes to choose from.
So, the game needs to scale accordingly with respect to performance for those variations. Since Forspoken is the Luminous Engine’s first multi-platform release (it releases for PC at the same time) for current-gen hardware, it needs to account for a ton of system configurations both on the highest end and the lowest end. And the second change is that the engine has been made to be a lot more flexible than before.
The first change is in terms of lighting, where we get full support for ray-tracing support for global illumination and shadows.
With this feature, we will be diving deep into the PS5 version Forspoken for a complete graphical analysis to find out what’s good and what’s not.įorspoken uses the developer’s in-house Luminous Engine, which is a powerful tool capable of rendering detailed models and vast open-worlds, and when it comes to Forspoken, the team seems to have done a lot of updates to its rendering pipeline to make it better suited for a new console generation. While it might not match the precedent it set with the first trailer, Forspoken is still a graphical powerhouse. It’s been more than 2 years since that trailer was released, and we finally have Forspoken on our hands now. The trailer looked absolutely amazing with stunning art direction and plenty of sweeping vistas of a fantastical world, all rendered with an astute attention to detail. First revealed as Project Athia, Forspoken dropped many jaws when it was revealed as a graphical showcase for the power of the PS5.