[4K] Red Dead Redemption 2 Tech Analysis | Textures, Lighting & Soft Body Deformation

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We are unwrapping the secrets behind Red Dead Redemption 2 fascinating graphical improvements by looking at textures, lighting and snow deformation and more in this technical analysis video! Welcome to my Tech Analysis Episode 4, a show dedicated to disassembling video game graphics, in order to reveal detail and improvements not seen to a naked eye.

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VIDEO TRANSCRIPT

With Red Dead Redemption 2, Rockstar Games has set out to create its most ambitious open-world experience to date, and create it did.
The exploration goes beyond luscious, green valleys by extending into muddy city landscapes and even snowy mountains. If we pause the footage here, we see that the main protagonist is walking in the snow. The entire scene looks astonishingly photorealistic and there are 4 things to point out here.

Firstly, note very high texture quality of the environment in the close proximity, specifically, that of the snow, with a masterfully chosen color pallet and the vegetation. The interplay of true-to-life color choices and the physics-based lighting model creates a truly photo-realistic experience. What is unique about it is that we are not confined to a closed environment, we are seeing it done in an open-world game!

Second of all, note that the shadow that is being cast on the snow from the character and the horse has soft edges. Shadows in modern games that don’t use ray-tracing are made by creating a flat texture, which is then placed on top of another texture, the snow if this case. To add an extra layer of realism, these hard edges of the shadow texture are softened, which is what we see here. The global illumination, also known as the sun (located on the right side of this scene) casts a light onto all objects in the scene, which then in turn cast their own shadows onto the environment. When you look at this portion of the scene, for example, you see that this holds true through the entirety of the world in the picture. Take a look at the trees and the bushes at the top of this hill, all of them cast shadows in the right direction. How about the valley at the foot of the till, we see a lighting model that is totally consistent with our observation.

Well, let’s see… Now, let’s dive into the penultimate third detail and it is the skybox. I am not sure what you think of it, but I believe it is one of the best skyboxes in open world video games to date, perhaps second to the ultra-realistic Forza Horizon 4, which utilized real sky time-lapse shots. It doesn’t seem to be the case here for obvious reasons, but also looks absolutely amazing Why so, well, let me explain. Do you see the God-rays being cast from the clouds here? And do you notice the imitation of a volumetric light here, that presents itself as an overcast? All of that is part of the dynamic weather system put in place in the game.

Now, let’s talk about that snow deformation. As we roll the footage here, you can see how realistically it deforms and stays deformed underneath the feet of the main protagonist and his horse.




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