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I’ve sat through a lot of tech demos in my career.
And if Nathan Drake fell into this distinctly watery water, you could watch his clothes dry in real-time.
Truly, video games had peaked.
We don’t see stuff like this very often, which is a shame.
It was fascinating and refreshing.
Elemental reactions, time lapses, NPC pathing, torch illumination real nitty-gritty stuff.
And, also and especially, water.
The NDSG, we in the business call it.
I had to know.
The answer, conveyed via interpreter after quite some discussion, started simply.
“As for the partial wetness, only the arm part would be wet,” the team responded.
“The back and cloak would be dry.
The wetness is distinguishable.”
But I was secretly a little disappointed.
Not by the water.
It was, as we’ve established, watery.
Well reader, a PR shepherd cut into our conversation, and the casing ripped.
Is this partial wetness game-specific or engine-specific?
This question took several minutes in total to get through.
“Let me just make a correction,” the final record reads.
“It’s not polygons or parts, it’s neither of them.
It’s a volumetric masking feature.”
There you have it.
The wetness is distinguishable because it’s a volumetric masking feature, so my back would stay dry.
Oh yeah, I’m gonna push this right up the NDSG.
Crimson Desert feels like Dragons Dogma 2 combined with The Witcher 3s lone hero action swagger.