That's impressive! I have to learn about "realtime ambient maps" now. I haven't got a clue how you'd implement that.
Motion blur I could care less about, but in that same scene they had the guy running past ferns whose leaves were actually deflected by him and sprang back into position after he passed, and that was really cool. I haven't got a clue how they do that either, unless they can do it with vertex shaders. I mean you can't even update a somewhat highres terrain mesh in realtime in Blitz, so those vertices must be being moved by the card.
The soft shadows were nice too. They kinda looked like zbuffer shadows, but I'm not sure if they've solved all the problems with those yet.
As for the gameplay, I don't expect anything in that department. FarCry was interesting to me only for the visuals the the free roaming environment.
Motion blur I could care less about, but in that same scene they had the guy running past ferns whose leaves were actually deflected by him and sprang back into position after he passed, and that was really cool. I haven't got a clue how they do that either, unless they can do it with vertex shaders. I mean you can't even update a somewhat highres terrain mesh in realtime in Blitz, so those vertices must be being moved by the card.
The soft shadows were nice too. They kinda looked like zbuffer shadows, but I'm not sure if they've solved all the problems with those yet.
As for the gameplay, I don't expect anything in that department. FarCry was interesting to me only for the visuals the the free roaming environment.