The envisionment of SIN is to bring you what was promised by GSC for STALKER: Shadow of Chernobyl, instead of the gutted retail release we were left with. SIN aims to cover every aspect imaginable from gameplay intended to genuinely scare the player, to graphics for the absolute best visual experience, cut mutants, absolute realism, optimisations, stability, and a complete game mechanics overhaul, all without breaking the story. The idea is to present the player with a complete retail experience for the purist that liked SoC but wished it was far more fleshed out. In no way what so ever does SIN try to be like old beta or alpha builds of SoC, SIN aims to enhance everything SoC already has and give it continuity with CS and CoP - nothing more, nothing less.
A lot of people didn't seem to realise last time so I'll say it this time; Image of current progress with godrays. IMO this looks way better than the old sunset rays as the rays are a lot more gentle and natural looking. Still some other tweaks being worked on for the rays but they are getting there.
Looks like we'll be spending more time in the woods !
Gorgeous shot.
As ket says correctly there will yet be more (minor) improvements, but I'd say if anybody still complains about this shot then he should get a doctor check his eyes, LOL!
IMHO, I think this is a better effect for the godrays, seems to work/look better when toned down a touch, look forward to seeing the improvements you implement.
In that shot you probably won't see too much of a difference, it will mainly be the "critical" situations where the improvements should take place.
That looks real good I like that.
Now this is something I like Ket. Sorry for being so harsh but (to me) it seemed like you were going over your head with the 'this is ultra uber real life hardcore realism'.
Well done.
Anything I post up, videos or images, are always beta/alpha ;) Even when I say something is finished normally I'll still fiddle with it more to be absolutely sure :p Meltac certainly needs applauding though his obsession with making his code as flexible as possible is whats allowed me to get godrays looking like they are engine based not "just" shader based. Although if I'm honest, I like these godrays more than the ones in CS or CoP because I've been able to configure them to look a lot more natural, the godays in CS / CoP always have looked too artificial to me.
To be honest providing that flexibility is more laziness than obsession - rather than having to hear all the time what "could" or "should" be improved I like to say "look, everything is configurable, feel free to adjust the settings yourself to your favor". I'm glad Ket did that, LOL :)
Stunning.
Glad you guys like it ;) I've tweaked things a little more and if I can get a moment before christmas will be releasing a mini-patch for the TK Pre-RC build that will update the rays settings to the latest results and just change a few very minor things.
ohh this one looks way better nice :)