A few FAST Racing Neo technical tidbits
Over the week or so, Shin’en has been sharing a few technical tidbits about FAST Racing Neo. The studio interacted with fans about the game’s frame rate and more.
Here’s the full roundup:
@MaxWill37699872 Yeah, streets took a lot of resolution. Tho biggest textures are used for the shadows.
— Shin'en Multimedia (@ShinenGames) September 24, 2014
@CrucialSloan 60fps (with minimal dips here and there that we try to iron out)
— Shin'en Multimedia (@ShinenGames) September 24, 2014
@realkeithmartin Cinematic Tonemapping, Motionblur, SSAO, HDR Bloom, Atmospheric Scattering, Godrays etc
— Shin'en Multimedia (@ShinenGames) September 25, 2014
@realkeithmartin Smoke and mirrors all over the place, otherwise we would be at 20fps.
— Shin'en Multimedia (@ShinenGames) September 26, 2014
@AVahne @realkeithmartin No, we use realtime soft shadows. So we can have dynamic weather and the games size is much smaller.
— Shin'en Multimedia (@ShinenGames) October 1, 2014
@HylianCIA @ShinenGames It's realtime. As a race is just a few minutes there are not much visible changes, beside some clouds moving.
— Shin'en Multimedia (@ShinenGames) October 1, 2014
@CrucialSloan SSAO is by definition dynamic, tho it's (almost) impossible to get working in 60fps 😉 Technically: Every console is outdated
— Shin'en Multimedia (@ShinenGames) October 2, 2014