[Unofficial] DLC, Patches, Mods, and anything else from Beth

Post » Fri Jun 22, 2012 5:18 am

Patches?

DLC?

Official released mods?

Anything you'd like to rant about to Bethesda, or to each other, concerning future Bethesda made content for Skyrim may as well go into a single thread.

Try to avoid hating on other peoples posts, if you please.
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Ymani Hood
 
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Post » Thu Jun 21, 2012 7:58 pm

DX11 patch.

Since there already has been a high resolution texture pack, and a mod created by Bethesda itself for better water, and the game is likely to come out on the upcoming Wii-U. Well, here's what I'd like to see (personally)

Unified lighting. No more separate lighting settings for different objects. Particle affects (and anything transparent) should be lit the same as anything else. Take all those directional ambient settings, turn it into a single spherical harmonic ambient term that applies to everything the same way, including water fog. Oh, and having particles lit by point light sources would be great!

As would infinite lighting, LOD? Whatever setting in your engine that cuts off point lights based on distance from the player. Ok sure, performance. Which can be solved by triple depth culling and tile based light culling. No more worries about number of lights! Of course with shadow casting lights, well Crytek solved unlimited shadow casting lights (at least in a pure technical sense) so no more arbitrary light LOD is my point.

No more snow and rain going through roofs. And finally, affects that would be (relatively) seamlessly added to Skyrim as it exists.

Seperable screenspace subsurface scattering. Five S's, five! Ahh ahh ahh. Of course screen space ambient occlusion, deferred underwater caustics, and cloud shadows. More than two cascades for sun shadows! Heck, let high end pc's brute force it all. A quad cascaded shadow map that doesn't cull out terrain or large objects. You should be able to extend it all the way to horizon, accurate shadow maps!

Finally, speaking of shadow maps. Please increase/reduce the kernel for the screen space blur depending on its depth. The fixed blur just kills shadow edges when players gets up close.
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Cameron Wood
 
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Post » Thu Jun 21, 2012 8:33 pm

Can't wait for any new content.
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kelly thomson
 
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