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S.T.A.L.K.E.R.: Clear Sky Diary2
Posted by Acidrain, 112 days ago Aug 1, 2008 18:26
  S.T.A.L.K.E.R.: Clear Sky
  Articles | FAQ | Achievements | Files | Media | Video | Cheats | Boards | Buy Now

As an old Russian saying goes, ’you meet a person by appearances and see him off by the wits’. A similar parallel can be drawn with games too – the first thing gamers pay attention to is the beauty of the image they see on screen and the technical innovations made by the engine. It’s only later, when they learn more about the gameplay, that they can ultimately decide whether they should continue playing and praise the game. Initially though, the interest is generated by the aesthetic side of the project.

For Clear Sky we made a number of improvements for the X-Ray engine, which we renamed Version 1.5, and these included DirectX 9 graphics that spanned onto shading effects, soft particles, liquid depth effects and smooth transition between water surfaces and the shore.

The brand new graphics module, which is fully DirectX 10-optimised, allowed us to introduce a number of cutting-edge visual effects and technologies into Clear Sky. We started with volumetric light, which helped boost the realism of the on-screen picture, so models look more believable and objects cast realistic shadows. Other DirectX 10-optimised effects include dynamic surface wetting such as realistic rain effects including water streaming down vertical surfaces, and accurate volumetric smoke.

The improvements made to the graphical core allowed us to place 800,000 polygons per frame on average. We raised the bar of locations detailing to a qualitatively new level. For example, the opening Marsh location in-game consists of 5.9m, compared to the biggest area in Shadow of Chernobyl which had around 2.5m polygons. In fact the Marsh area is one of the most detailed levels in the world. Additionally, we changed pretty much all the textures in-game, replacing them all with hi-res ones, as well as created new character models using normal maps taken from hi-poly models.

The technology improvements didn’t just span graphics either. Taking into account the feedback and ideas from fans, we paid every effort to improve the opponent’s combat AI and the A-Life system. Now the NPCs are intelligent enough to wisely use cover, throw grenades and avoid obstacles dynamically. They now understand what is a window or a rift in the wall and how to interact with them. For the AI we meticulously placed ’hints’ so they know how to use cover properly, so they know where to stand to fire through a window or where they can shoot while looking out from behind the wall. Indeed, we did our best to teach them how to think and use all the objects available, so that NPCs would have a greater influence on what the players does next.

The player’s actions now have more effect on the game world. The success of your own or another faction will lead to changes in the balance of power between S.T.A.L.K.E.R clans, along with opening up new types of ammunition, weapons and armour, and now you’ll not only be able to chat with NPCs (who’ll also try to talk to you too), but trade with them too.

We’re certain the innovations and changes made to the S.T.A.L.K.E.R. technology will make Clear Sky a more immersive, atmospheric and believable game.

Source: IGN

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