Call of Juarez: Bound in Blood - Tops and Flops of the graphics
Call of Juarez: Bound in Blood is on sale. PC Games Hardware has tracked down the Tops and Flops of the graphics offered by the Chrome engine 4.
It is commonly known that Bound in Blood is a prequel to Call of Juarez and the plot takes place 20 years before the events of the first game. The main characters are Ray (who later becomes the Reverend) and Thomas McCall who desert during the Civil War in favor of their family and thus are on the run –chased by the Confederate General Barnsby.
Chrome Engine 4
Call of Juarez: bound in Blood is based on the fourth generation of the Chrome Engine. The DirectX 9 based Deferred Renderer supports modern features like HDR, Per Pixel Lighting, subsurface Scattering, Wet Surfaces, Virtual Displacement Mapping, Soft Shadows, Depth of Field, Cloth Simulation, volumetric clouds and Motion Blur.
Furthermore a Edge Anti Aliasing (a Deferred Render doesn't allow Multisampling based Anti aliasing in DirectX 9) is calculated by the Shader ALUs. The effect gained from this is visually similar to MSAA (since only polygons are smoothed), but the quality varies: While some parts of the geometry are smoothed out very well (similar to AMD's 24x ED-CFAA), the technology also fails in certain situations.
Tops and Flops of the graphics
The overall impression of CoJ: Bound in Blood is good: Extensive levels, dense vegetation and lots of details are worth mentioning. Very positive: Character models are visualized in extreme details and are animated very well, the atmospheric lighting, lots of particles and cinematic Post Processing effects. Not so good: Some bitmap backgrounds look unprofessional, a few textures are washy, sometimes too much Depth of Field Blur is used, clipping errors occur and from time to time the shadow edges look just unrealistic.
In our gallery below you can find sample shots for the Tops and Flops of the Call of Juarez: Bound in Blood graphics.
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