Killzone: Shadow Fall was given a technical tear-down at GDC, during a Guerrilla Games speaker session entitled, ”Taking Killzone Shadow Fall Image Quality into the Next Generation.” It saw the game’s Lead Engineer Michal Valient discussing the raw stats and tech in some detail.
The session revealed that each of the game’s characters was made up of around 40,000 polygons, each boasting four times the vertices, and textures that are four times as large than those seen in Killzone 3. The entire game was made up of some 683,334 building blocks, with twice as many geometric instances that could be replicated to fill out levels. Some 10,000 to 25,000 of them were used in any given level, along with some 200 static lights per stage, and another 200 light maps.
Map sizes had jumped between ten to 100 times larger than those seen in Killzone 3, with the largest sitting at 8km long. In those environments, the PS4’s GPGPU – or General-Purpose computing on Graphics Processing Units were employed to calculate light reflections using ray-marching and ray-tracing techniques.
What do you make of the above, and Killzone: Shadow Fall’s visuals as a whole?