During a panel at Game Developers Conference 2014, Guerrilla Games’ lead engineer Michal Valient gave a few interesting insights to the image quality of Killzone Shadow Fall, which includes a lot of big numbers.
As reported by DualShockers, each character featured in Killzone Shadow Fall has a model of around 40,000 polygons, and the game also features four times as many vertices and four times as large textures as what was featured in Killzone 3. Shaders in Killzone Shadow Fall were made of six to 12 textures per material.
It was also revealed during the panel that each level in Killzone Shadow Fall is 10 to 100 times larger than any level in Killzone 3. Thanks to the hardware of the PlayStation 4, a higher quality of rendering was achieved due to better performance.
This rendering included the game’s lighting, of which Image Based Lighting was used instead of global illumination lighting. Image Based Lighting is a technique that utilizes an omnidirectional image of real-world lighting, which is then projected onto a half-sphere by light probs all over the level to simulate lighting. Along with that, there are also 200 different static light sources and 200 light maps per level.
There are also twice as many geometry instances in Killzone Shadow Fall compared to Killzone 3, 10,000 to 25,000 of which were said to have been used per level.
Killzone Shadow Fall released back in November, 2013 as a launch title for the PlayStation 4. Read our review on Killzone Shadow Fall here.