TECNOLOGIA DE SOMBRAS-
EVSMExponential Variance Shadow Map, is a recently developed technique to produce soft shadows, with penumbra and other features (such as the possibility to apply trilinear sampling) that greatly improves the realistic appearance of shadows. The downside of this technique is the increased use of memory.
TECNOLOGIA ANTIALIASING-
In-engine DownsamplingDownsampling, referred to antialiasing techniques in computer graphics, works "simply" by instructing the engine to internally render each frame at a larger resolution than the displayed one; the larger frame then is being downsampled (hence the name) to the display resolution using more common filtering algorithms such as trilinear filtering. For example with a display resolution of 1920x1080px each frame would be internally rendered at 3840x1080px (Downsampling 2x) and then "squeezed" back to 1920x1080px for displaying. This technique has a negative effect on frame rate and memory usage.
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TXAATemporal Anti-Aliasing is a new technique developed and available (for the moment) on nVidia hardware only. As the name implies, it's a technique that has the best effect on moving scenes, effectively reducing annoying effects such has the "crawling pixels" or "stair effect" or the "moiré effect". The initial implementation of this technique was "plagued" by the side effect of blurring the scene too much for some people, but it's a new technique still being improved.
The downside of this technique is that it's available on nVidia hardware only, and also it must be specifically implemented by the game designer in order to work (it cannot be "forced" on any given game through the drivers' control panel).
However, an obvious advantage is that the performance impact of TXAA is significantly lower than other techniques with comparable effectiveness.
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SMAA T2xSMAA (Subpixel Morphological Antialiasing) T2x is a new technique with "temporal" features similar to TXAA, which can enhance the visual quality of moving scenes.
Un ejemplo en Crysi3
http://vimeo.com/31247769#at=1-
Transparency SupersamplingDX11 MSAA improvement that switches over to evaluating alpha test per sample, instead of per pixel.
EFECTOS ESPECIALES-
"Bokeh" DOF (depth of field)
"Bokeh" is a way to describe the off-focus parts of a picture.
As opposed to plain "gaussian" blurring, "bokeh" blurring has a more natural look since it resembles the way actual real life photographic lenses behave when reproducing off-focus parts of a picture, such as the background.
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"God Rays" / Crepuscular rays"God Rays" is a special effect that "visually reproduces" the passage of rays of light through a medium, such as fog, mist or simply humid air.
It greatly adds depth to the scene and gives a better perception of movement of either moving light sources (relatively to static objects) or moving objects.
It's currently being developed as part of a new fog system (see particles system).
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New Water Reflections-
New Headligts / Lighpoles flares technology-
Retro reflectors technology for nighttime signsSOPORTE PARA PERIFERICOS Y CONTROLADORES-
Oculus Rift Support-
Native Multi-view/Multi-monitor SupportNative support for multi-monitor setups, with utilities or settings parameters to adjust FOV and perspective distortion to better suit the physical monitor configuration.