The Callisto Protocol

The Callisto Protocol

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Inthexis Nov 29, 2022 @ 9:41am
Unreal Engine 5 Graphics Features? Lumen, Nanite?
I heard Callisto was primarily built on Unreal Engine 4. But, they also 'took advantage' of some UE5 features. As a graphics enthusiast, I'm curious which ones?

Are they using Nanite, which allows for insanely high polygon-count models with automatic / dynamic level of detail? What about multi-bounce ray tracing, 'global illumination', with Lumen? I recall one Striking-Distance video saying they didn't go with global illumination because the light bloomed into areas they wanted to keep dark.
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Showing 1-10 of 10 comments
Numity Nov 29, 2022 @ 10:29am 
hmm No, This game confirmed built on UE4, with a heavily modified version of UE4 for more advantages like multiple shadow from multiple lightsources, custom filmic motion blur (this is the best quality as we can see in video games so far), custom screenspace reflection technique that more accurate and lighter ( this is not raytraced reflection with AMD sponsored), custom SSS shader profile and refraction as they mentioned in some videos.

We'll get awesome lighting (it's baked light map but look pretty good and not heavy like raytraced GI, it's lightmass, much more accurate and this game has no dynamic day/night circle so this make sense), we get awesome shadows and reflection (and even raytraced shadow/reflection too). I don't see the point that need UE5 Lumen for this, which is super heavy and still buggy. This game is already looked so good, and maybe runs fine too.

The character /monster models look fantastic with quite high polygon (you'd be surprise games these days has quite high poly for character/creatures), and enviroment look really great too, there is no point using Nanite for this, even that I'm not sure if the game support Tessellation displacement, maybe on characters too. This is enough for me.
Donaldo Trumpado Nov 29, 2022 @ 10:59am 
This game uses UE4...
Inthexis Nov 29, 2022 @ 3:04pm 
Thanks for the info Mendo and Numity :)
Sparhawk122 Nov 29, 2022 @ 3:42pm 
This game is held back by old gen consoles.
RetinaBurn Nov 29, 2022 @ 11:26pm 
Originally posted by Sparhawk122:
This game is held back by old gen consoles.
This is a double-edged sword. On the one hand, games are sometimes technically held back by consoles, on the other hand, such large and expensive projects are often only made possible by the sales market on consoles.
Greed Is Addiction Nov 30, 2022 @ 12:17am 
Originally posted by Inthexis:
I recall one Striking-Distance video saying they didn't go with global illumination because the light bloomed into areas they wanted to keep dark.

A good portion of the game is dark - it was frustrating to watch trying to guess what each environment was. Then add a bunch of boxing/melee.
jinx20001 Nov 30, 2022 @ 12:39am 
Originally posted by No Known Stereotype:
Originally posted by Inthexis:
I recall one Striking-Distance video saying they didn't go with global illumination because the light bloomed into areas they wanted to keep dark.

A good portion of the game is dark - it was frustrating to watch trying to guess what each environment was. Then add a bunch of boxing/melee.

its almost as if you have not seen any of the build up to the game at all... everybody knows what to expect so you are not putting anybody off with this s*it talk about the game trust me. The whole concept of the game is to have dark scary environments and its built around the gore system so ofcourse there will be lots of mele, we have all seen this already and know it.

you are also judging the games aesthetic based off youtube content, it will almost always look different on your own display when playing it live because you have direct control over the display settings, you will actually be able to see the HDR if your display is capable of it and the game offers it, you will have control over the brightness, the contrast, the saturation, everything.... so... ''a good portion of the game'' being dark will not be dark if you choose to up the brightness, what you see on youtube is a compressed image with crushed blacks and no idea how that user has set up the in game brightness.

but hey, we will see you on the next post trying to tell us all its a let down and full of mele... because we all had no idea that was a thing lol.
ZONTA Nov 30, 2022 @ 12:47am 
Originally posted by Numity:
hmm No, This game confirmed built on UE4, with a heavily modified version of UE4 for more advantages like multiple shadow from multiple lightsources, custom filmic motion blur (this is the best quality as we can see in video games so far), custom screenspace reflection technique that more accurate and lighter ( this is not raytraced reflection with AMD sponsored), custom SSS shader profile and refraction as they mentioned in some videos.

We'll get awesome lighting (it's baked light map but look pretty good and not heavy like raytraced GI, it's lightmass, much more accurate and this game has no dynamic day/night circle so this make sense), we get awesome shadows and reflection (and even raytraced shadow/reflection too). I don't see the point that need UE5 Lumen for this, which is super heavy and still buggy. This game is already looked so good, and maybe runs fine too.

The character /monster models look fantastic with quite high polygon (you'd be surprise games these days has quite high poly for character/creatures), and enviroment look really great too, there is no point using Nanite for this, even that I'm not sure if the game support Tessellation displacement, maybe on characters too. This is enough for me.

wow that's some next level effort devs put in to this game if they really archived everything you mentioned.
Numity Nov 30, 2022 @ 1:07am 
Originally posted by ZONTA:
Originally posted by Numity:
hmm No, This game confirmed built on UE4, with a heavily modified version of UE4 for more advantages like multiple shadow from multiple lightsources, custom filmic motion blur (this is the best quality as we can see in video games so far), custom screenspace reflection technique that more accurate and lighter ( this is not raytraced reflection with AMD sponsored), custom SSS shader profile and refraction as they mentioned in some videos.

We'll get awesome lighting (it's baked light map but look pretty good and not heavy like raytraced GI, it's lightmass, much more accurate and this game has no dynamic day/night circle so this make sense), we get awesome shadows and reflection (and even raytraced shadow/reflection too). I don't see the point that need UE5 Lumen for this, which is super heavy and still buggy. This game is already looked so good, and maybe runs fine too.

The character /monster models look fantastic with quite high polygon (you'd be surprise games these days has quite high poly for character/creatures), and enviroment look really great too, there is no point using Nanite for this, even that I'm not sure if the game support Tessellation displacement, maybe on characters too. This is enough for me.

wow that's some next level effort devs put in to this game if they really archived everything you mentioned.
yes they have passion, they love what they did. I just hope the performance wise is not struggle and stuttering like other UE4 games. UE5 games are still far away, I'm working on UE5 everyday so I know that engine is not ready for now, we still can archive good result in UE4 without heavy cost on performance though, that's the point.
Keelan Nov 30, 2022 @ 1:32am 
It will have the shader compilation stutter™ feature of unreal engine
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Date Posted: Nov 29, 2022 @ 9:41am
Posts: 10