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Layers of Fear Gets Another Unreal Engine 5 Showcase

T0@st

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Experience the visually stunning world of Layers of Fear, one of the first games to utilize the power of Unreal Engine 5 and advanced technological tools. Come with us on an immersive journey as we explore how we incorporated these cutting-edge features to bring you one of the most visually striking horror games out there. With the latest engine, we expedited the development process and introduced a host of technical novelties that make this game a spectacular visual treat. The Lumen, Ray Tracing, and Niagara effects helped us create visuals and effects that are beyond words and feel lifelike.

The canvas awaits its final brushstrokes. The stage calls for its lead actor. The novel needs its final chapter. It's time to face your fears. One. Last. Time. The series, which has left a mark on narrative-driven first-person psychological horror games, returns to tell its final spine-chilling story in Layers of Fear.. The series' crowning work is the definitive way to experience the critically acclaimed franchise as it features Layers of Fear and Layers of Fear 2, as well as all DLCs (including the new 'The Final Note' DLC that will give you a new perspective on the Layers of Fear storyline) and the never-before-told story of The Writer, which will tie everything together. Built on Unreal Engine 5, Layers of Fear supports Ray Tracing, HDR and 4K resolution to make the stunning visuals, and your nightmarish experience, as immersive and realistic as possible.



See it for yourself in our technical showcase of the newest Layers of Fear:


Steam wishlist here: https://bit.ly/LoF_on_Steam

Layers of Fear coming out June 2023 on PC, PlayStation 5, Xbox Series X, and Xbox Series S.

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What a ridiculous voice/narration...
"we invite you to world of Layers of Fear" yeah ill pass, I enjoy shitty games but there are limits.
 
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lol its that voice.... from the movie trailers...
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Space Lynx

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i love how ray tracing is depicted as real world...

1682877791564.png


real world floors don't look like this even when wet. lol

garbage. yawn.
 
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What a ridiculous voice/narration...
"we invite you to world of Layers of Fear" yeah ill pass, I enjoy shitty games but there are limits.

Haven't played the sequel, but the first LoF was a really good game.
 
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Haven't played the sequel, but the first LoF was a really good game.

Same, I'm not that big on horror games but the fist LoF was pretty good.
Yet to play the second even tho I should have it on EPIC I think.
 
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i love how ray tracing is depicted as real world...

View attachment 293894

real world floors don't look like this even when wet. lol

garbage. yawn.
Its not bad, even for an indoor environment. The thing is they have to "cheat" and cut a lot of corners in order to get it to BOTH look acceptable and render fast enough to avoid low frame rates/system lag. They will never be able to make an engine(or a graphics card) capable of simulating the proper number of rays to achieve a true physics & real-world appearance for games with a 3D environment. I know in iray rendering, a scene like that could take hours to render a single frame, but they usually have to render multiple frames and combine them into one image and/or edit the rendered image in photoshop.
It looks fine to me, but yeah, not my definition of "real world". When they make a claim like that, you have to take it with a grain of salt.
 
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i love how ray tracing is depicted as real world...

View attachment 293894

real world floors don't look like this even when wet. lol

garbage. yawn.
I'm playing around with RT now and honestly even in much heralded Control it is complete and utter garbage - as in, you can just as well turn it off, because the reality is that the majority of what you see is actually a rasterized effect. RT on adds an ungodly amount of additional reflectiveness, it makes no sense at all, and halves the FPS for doing something so minute and subtle, I honestly don't get it. Every time I come to an impressive scene, I switch things on and off and compare, and every time I wonder if I need new glasses to spot the differences.

I liked the GI in Metro Exodus and guess what, nothing wants to be shiny in that game. I guess as long as nothing wants to be reflective, it can work? :D

But omg what an awful trailer. Horror show indeed, the narrator, wow.

Its not bad, even for an indoor environment. The thing is they have to "cheat" and cut a lot of corners in order to get it to BOTH look acceptable and render fast enough to avoid low frame rates/system lag. They will never be able to make an engine(or a graphics card) capable of simulating the proper number of rays to achieve a true physics & real-world appearance for games with a 3D environment. I know in iray rendering, a scene like that could take hours to render a single frame, but they usually have to render multiple frames and combine them into one image and/or edit the rendered image in photoshop.
It looks fine to me, but yeah, not my definition of "real world". When they make a claim like that, you have to take it with a grain of salt.
In other words, we got lied to, but then we kinda knew that all along. And still buy into it? :p Peculiar indeed
 
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I'm playing around with RT now and honestly even in much heralded Control it is complete and utter garbage - as in, you can just as well turn it off, because the reality is that the majority of what you see is actually a rasterized effect. RT on adds an ungodly amount of additional reflectiveness, it makes no sense at all, and halves the FPS for doing something so minute and subtle, I honestly don't get it. Every time I come to an impressive scene, I switch things on and off and compare, and every time I wonder if I need new glasses to spot the differences.

I liked the GI in Metro Exodus and guess what, nothing wants to be shiny in that game. I guess as long as nothing wants to be reflective, it can work? :D

But omg what an awful trailer. Horror show indeed, the narrator, wow.


In other words, we got lied to, but then we kinda knew that all along. And still buy into it? :p Peculiar indeed
I would say more along the lines of "mislead". The fact of the matter is that life-like ray-tracing is not something mathematically achievable in real-time. I don't think even a futuristic quantum computer would be able to do it since the numbers/calculations would be astronomical(think much bigger than Avogadro's number) raised to an astronomical exponent. If anything, it pretty much reaches the point of infinite mathematics.
I think real life "gaming arenas" like The Running Man or Hunger Games would happen before that, lol. :laugh:
 
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