
In fact, you can see the algorithm change just as you start to move, as if flicking an on-off switch to the game's overall clarity. With motion blur added too, even gentle nudges to the camera really soften the image as the temporal AA engages. A pass of temporal AA helps reduce flickering on trees here - we suspect an iteration of the excellent, refined version of SMAA T1x found in Ryse may well be present here.īut the end results are perhaps less crisp than we'd expect from a full 1080p title. The sprawl of valleys, trees and provincial houses are sharp from a distance, while post-process anti-aliasing removes a lot of the pixel crawl you'd usually see while panning the camera. The game renders at a native 1080p, giving the countryside setting a real chance to shine. But with such a determined drive towards photo-realism, has its frame-rate been overlooked? Developer The Chinese Room uses the engine's superb lighting and post effects to ramp up the atmosphere. It's an absolutely gorgeous PlayStation 4 title that puts its bucolic visuals front and centre - where CryEngine is tasked to render a picturesque Shropshire village.

From its opening shot, Everybody's Gone to the Rapture shows precisely how its three-year development was spent.
