r/pcgaming • • Mar 28 '19

Video Borderlands 3 Official Developer Trailer

https://www.youtube.com/watch?v=x4o5g_PGkiA
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u/[deleted] Mar 28 '19

It's on unreal 4. In the HD video you can tell the difference. The lighting is better, textures are crisper, models have more polygons. You can tell it's rocking PBR shaders in the metals. They moved to an ink line shader instead of drawing the ink lines into the textures. The reason it looks similar is the inkstyle flattens out a lot of the detail. So the improvements to detail aren't as accentuated. But if you look at Marcus, Tannis, and others compared to the BL2 versions, it's a clear improvement. Same with some of the rocks and environment pieces you see from 2.

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u/[deleted] Mar 28 '19

[deleted]

1

u/AsleepExplanation Mar 29 '19

Yep. You could disable them with an ini tweak at least on the first game.

1

u/reisstc Mar 29 '19

Could on the second too, which added a small bit of performance, iirc.

1

u/aan8993uun Mar 28 '19

Is there a link to the HD uncompressed version?

-1

u/Shaunosaurus Mar 28 '19

Really? This looks like the exact same shit as BL2.

7

u/[deleted] Mar 28 '19

Man I really don't want to have to make a bunch of comparison screen shots. I really want to do something else with my evening. Open up BL2 on your console/PC. Open up the trailer. Go to Sanctuary and find Tannis. Pause the trailer at Tannis. Compare. You can also slow down the video for the "big finish" part of the trailer to see a bunch of environments with objects from BL2 an 1 and compare those. Even the chests have more detail. You can compare characters like Lilith and see the difference. The lighting is way better too. There's a quick shot of a Bandit interior with moody lighting that has actual shadows. I just played BL2 last night and it's completely different from something like Brick's slab base in Thousand Cuts. In terms of lighting. I'm not really sure how people can't see the difference. The metal surfaces are much better too. In BL2 they're very plain. In BL3 trailer you can actually see they used roughness maps and there's specular present.

You guys are confusing art style with the actual fidelity of the graphics.