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These Fallout 4 screenshots are simply stunning

Bethesda has just released a batch of stunning Fallout 4 screenshots that show off the enhancements made to its Creation Engine.

There’s a brand new Bethesda blog post that highlights all the enhancements made to the developer’s Creation Engine and how they’ve benefited Fallout 4.

According to Bethesda, the addition of a new physically based deffered renderer has enable the development team to add “many more” dynamic light effect to every scene in Fallout 4. Hence these beautiful screenshots.

It also means that surface should look more realistic than ever.

“We want objects and characters in the world to feel tactile and grounded, and a big part of that is ensuring that these materials are distinct – that metal reflects light in a distinct manner from wood, for example.”

Related: Everything you need to know about Fallout 4

Bethesda has also worked with Nvidia to create a volumetric lighting system that will benefit atmospheric effects in Fallout 4.
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“The technique used here runs on the GPU and leverages hardware tessellation,” added Bethesda. “It’s beautiful in motion, and it adds atmospheric depth to teh irradiated air of the Wasteland.”

Fallout 4’s new engine also allows materials to react to things like wind and rain.

“When a rainstorm rolls in, our new material system allows the surfaces of the world to get wet, and a new cloth simulation system makes cloth, hair and vegetation blow in the wind.”

“The player can go anywhere in the world at any time of day, so we added dynamic post-process techniques that enhance the vibrancy and colour of our scenery for maximum emotional impact. Our virtual cameras received a major upgrade as well.”

Here’s some of the new features and systems found in the new Creation Engine powering Fallout 4:

  • Tiled Deferred Lighting
  • Temporal Anti-Aliasing
  • Screen Space Reflections
  • Bokeh Depth of Field
  • Screen Space Ambient Occlusion
  • Height Fog
  • Motion Blur
  • Filmic Tonemapping
  • Custom Skin and Hair Shading
  • Dynamic Dismemberment using Hardware Tessellation
  • Volumetric Lighting
  • Gamma Correct Physically Based Shading

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