- Metahuman tech used for Senua's facial animations, 'up there with the absolute best'
- Animation is 'unbelievably good'
- Lots of high quality post processing used. Some aliasing around Senua's hair due to DoF but otherwise it's very good - Typical UE5 features like Nanite and Virtual Shadow Maps present. Geometric elements like pebbles show pin-sharp shadows, including crisp self-shadowing.
- Some shadow transition (from low to high quality) observed in footage
- Lumen also seen in the footage DF were given - Possible that there may be some SSR, DF thinks it's a mix of techniques for reflections - Compared to the first game, 'it's on a whole another level'
- Latest game play footage DF sampled was ahead of the 2021 trailer but doesn't fully match the original 2019 announcement trailer
- The game can look soft due to liberal use of post-process effect, they think film grain can be quite harsh and hopes the final game has option to disable it - Post process also makes it harder to determine internal resolution, however in one specific slow-motion attack skill, the game disables motion blur where DF were able to see fine edges
- 1296p to 1440p counted in Senua's slow-motion attacks where motion blur gets disabled
- Letter boxed image makes it more like 2304 x 964 to 2560 x 1070p
- Volumetric effects like fog renders at a lower resolution - Footage given to DF was encoded at 30hz instead of 59.99 like the console normally runs 30 FPS games at
- No drops in DF's footage but the encoding makes it harder to gauge fluidity (likely they mean things like frame-pacing) - Based on the SX footage, DF thinks this will be one of the more/most demanding PC projects on release as well
- They did not have Series S footage so can't comment on specifics but would like to find out more about its lower internal resolution etc.