The book of dead ps4

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Jan. Mehr Informationen zu Unity und Book of the Dead findet ihr auf der offiziellen Website. Den atemberaubenden Teaser und die Assets. Jan. Eine Gruppe von Unity-Entwicklern hat mit Book of the Dead eine Technikdemo erschaffen, die nur noch beim genauen Hinsehen von der. Jan. Rein optisch liefert Unity nun mit "Book of the Dead" einen wirklich attraktiven Grund, die Unity Engine zu verwenden. Das alleine wird.

The Book Of Dead Ps4 Video

PS4 - Agony Gameplay

How's Unity compared to Cryengine or Unreal Engine? Digital Foundry V era fied. I was not a big fan of the myopic lens barrel distortion but like everything else I saw graphically.

I am curious about the GI and specs they ran that on at what resolution as well. The fidelity here looks truly next generation to me.

Best looking real time graphics I've seen. Cannot wait for the realtime demo. I would guess that these assets are far too high quality to sustain over an entire game though.

Someone asked this in another thread that popped up after this one, and I am interested as well They have lamented for a long time that their current Forward and Deferred paths are DX9-based, which was fine for a while but it's now become kind of difficult to optimize for the specific hardware you're looking at as they aren't doing the most effective things they could.

There are probably a lot of performance gains to be found in their release for games that need to push their visuals. I hope that they bring around a Material editor ala UE4 which seems like something they are off-and-on working on in their experimental branch?

Can't wait for this to get released. I'm way more impressed with the big titles like Horizon that has tons of dynamic stuff happening while still offering high quality environments see the Tree thread.

Do we know what res this runs at? I assume it's closer to p than 4K. Man I could picture playing Witcher 4 with that kind of good looking environment.

PS4 did melt trying to run this demo. I don't think this is that impressive considering Horizon ZD already delivers something close to this while being a busy game.

This is easily achievable come next gen, we're already close to it. So given this was running on Pro's 4. Doesn't look any better than the wooded areas in Ethan Carter to me.

You must log in or sign up to reply here. Your name or email address: Their names—for instance, "He who lives on snakes" or "He who dances in blood"—are equally grotesque.

These creatures had to be pacified by reciting the appropriate spells included in the Book of the Dead ; once pacified they posed no further threat, and could even extend their protection to the dead person.

If all the obstacles of the Duat could be negotiated, the deceased would be judged in the "Weighing of the Heart" ritual, depicted in Spell The deceased was led by the god Anubis into the presence of Osiris.

There, the dead person swore that he had not committed any sin from a list of 42 sins , [44] reciting a text known as the "Negative Confession".

Then the dead person's heart was weighed on a pair of scales, against the goddess Maat , who embodied truth and justice.

Maat was often represented by an ostrich feather, the hieroglyphic sign for her name. If the scales balanced, this meant the deceased had led a good life.

Anubis would take them to Osiris and they would find their place in the afterlife, becoming maa-kheru , meaning "vindicated" or "true of voice".

This scene is remarkable not only for its vividness but as one of the few parts of the Book of the Dead with any explicit moral content.

The judgment of the dead and the Negative Confession were a representation of the conventional moral code which governed Egyptian society.

For every "I have not John Taylor points out the wording of Spells 30B and suggests a pragmatic approach to morality; by preventing the heart from contradicting him with any inconvenient truths, it seems that the deceased could enter the afterlife even if their life had not been entirely pure.

A Book of the Dead papyrus was produced to order by scribes. They were commissioned by people in preparation for their own funeral, or by the relatives of someone recently deceased.

They were expensive items; one source gives the price of a Book of the Dead scroll as one deben of silver, [51] perhaps half the annual pay of a labourer.

In one case, a Book of the Dead was written on second-hand papyrus. Most owners of the Book of the Dead were evidently part of the social elite; they were initially reserved for the royal family, but later papyri are found in the tombs of scribes, priests and officials.

Most owners were men, and generally the vignettes included the owner's wife as well. Towards the beginning of the history of the Book of the Dead , there are roughly 10 copies belonging to men for every one for a woman.

The dimensions of a Book of the Dead could vary widely; the longest is 40m long while some are as short as 1m.

The scribes working on Book of the Dead papyri took more care over their work than those working on more mundane texts; care was taken to frame the text within margins, and to avoid writing on the joints between sheets.

The words peret em heru , or 'coming forth by day' sometimes appear on the reverse of the outer margin, perhaps acting as a label.

Books were often prefabricated in funerary workshops, with spaces being left for the name of the deceased to be written in later.

The text of a New Kingdom Book of the Dead was typically written in cursive hieroglyphs , most often from left to right, but also sometimes from right to left.

The hieroglyphs were in columns, which were separated by black lines — a similar arrangement to that used when hieroglyphs were carved on tomb walls or monuments.

Illustrations were put in frames above, below, or between the columns of text. The largest illustrations took up a full page of papyrus.

From the 21st Dynasty onward, more copies of the Book of the Dead are found in hieratic script. The calligraphy is similar to that of other hieratic manuscripts of the New Kingdom; the text is written in horizontal lines across wide columns often the column size corresponds to the size of the papyrus sheets of which a scroll is made up.

Occasionally a hieratic Book of the Dead contains captions in hieroglyphic. The text of a Book of the Dead was written in both black and red ink, regardless of whether it was in hieroglyphic or hieratic script.

Most of the text was in black, with red ink used for the titles of spells, opening and closing sections of spells, the instructions to perform spells correctly in rituals, and also for the names of dangerous creatures such as the demon Apep.

The style and nature of the vignettes used to illustrate a Book of the Dead varies widely. Some contain lavish colour illustrations, even making use of gold leaf.

Others contain only line drawings, or one simple illustration at the opening. Book of the Dead papyri were often the work of several different scribes and artists whose work was literally pasted together.

The existence of the Book of the Dead was known as early as the Middle Ages, well before its contents could be understood.

Since it was found in tombs, it was evidently a document of a religious nature, and this led to the widespread misapprehension that the Book of the Dead was the equivalent of a Bible or Qur'an.

In Karl Richard Lepsius published a translation of a manuscript dated to the Ptolemaic era and coined the name " Book of The Dead" das Todtenbuch.

He also introduced the spell numbering system which is still in use, identifying different spells. The work of E. Wallis Budge , Birch's successor at the British Museum, is still in wide circulation — including both his hieroglyphic editions and his English translations of the Papyrus of Ani , though the latter are now considered inaccurate and out-of-date.

Allen and Raymond O.

When this demo running on the latest version of Unity engien was released in January, some cried next-gen only and you will be lucky if late-gen PS5 games would run such graphics.

Few days ago, PSU talked about this demo running on PS4 Pro which was amazing and how Unity said how this is representative of gameplay.

Neverthless, some were still doubting it: Here is the demo with those latest grpahics running on PS4 Pro: More infos about the demo: But Unity did a great job and were able to port it to PS4 Pro.

While I don't think a PS4 port has been developed yet for this demo and the latest engine and I doubt this could run on base PS4 to start with, since this is mostly developed for the ground on PS4 Pro.

This gives an idea how games could look if they target PS4 Pro as base platform instead of being ported to it. Don't get surprised if late gen games are cross-gen games between PS4 Pro and PS5 when it gets released or nearing release.

No one would blame Sony or the devs if they do so at the end of I mean its only impressive when you keep in mind that there is no AI and other interactions Wow, that tech demo looks amazing.

Targeting a single plarform can do wonders. If this is running at p or checkerboard 4K or whatever on the Pro, As it probably is then it can run at p on the base PS4 just fine.

I'm sure they can make great walking simulators without a big hit to performance, but I don't see something with that level of graphics running well in an action game.

Didn't know Unity could look this good. I thought it was mostly cartoonish games. They have lamented for a long time that their current Forward and Deferred paths are DX9-based, which was fine for a while but it's now become kind of difficult to optimize for the specific hardware you're looking at as they aren't doing the most effective things they could.

There are probably a lot of performance gains to be found in their release for games that need to push their visuals. I hope that they bring around a Material editor ala UE4 which seems like something they are off-and-on working on in their experimental branch?

Can't wait for this to get released. Especially the project, I want to get my hands on this. Also, watch developers continue to fuck it up. Another maybe fun thing: I read that Unity was working with some schools on better techniques for photogrammetry https: I think games will look like this at the beginning of next gen.

I just want Unity games to run better on current consoles without requiring tons of work that a lot of Indies can't afford to put in.

Banned for trolling with an alt account Member. Sounds like Unity is improving nicely. Hoping it's just for the teaser, and the actual thing plays out better.

Mar 22, Last edited: I don't know if this requires its own thread, make one if you want but you said this is next-gen only? I wonder how close the PS4 version really comes.

Obviously not identical as the PS site says, but I imagine it could be good. Yes I did, it was the first thing I looked for, I'm not saying this isn't gameplay, all I'm saying is that I don't expect actual games to look like this.

I shared this a while ago in another thread possibly the PS5 one.

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Welche Hardware man benötigt, um die Demo in der gezeigten Qualität ruckelfrei darstellen zu können, hat Unity nicht mitgeteilt — ebenso wenig wann und ob die Demo veröffentlicht wird. Dabei nutzen die Entwickler aufgenommene Bilddateien etwa von Megascans , die von Algorithmen verarbeitet und an die begehbare 3D-Welt angepasst werden. Dabei kam auch das noch im Experimentalstatus befindliche Delighting Tool zum Einsatz. Dabei nutzen die Entwickler aufgenommene Bilddateien etwa von Megascans , die von Algorithmen verarbeitet und an die begehbare 3D-Welt angepasst werden. Unity hat hat den hohen Detailgrad der Texturen und Objekte dabei über die Photogrammetrie-Technik erzeugt. Es entfernt die Beleuchtungsinformationen aus den dreidimensionalen Photogrammetrie-Texturen, damit sich letztere in der 3D-Simulation unter verschiedenen Lichtbedingungen benutzen lassen. Das Spiel soll wie ein Wackelkamera-Film wirken; an den Kamerabewegungen soll sich auch die Verfassung des Spielcharakters erkennen lassen. Dabei soll die Rendering-Engine auch hardwarenah auf Grafikchips zugreifen können. Es entfernt die Beleuchtungsinformationen aus den dreidimensionalen Photogrammetrie-Texturen, damit sich letztere in der 3D-Simulation unter verschiedenen Lichtbedingungen benutzen lassen. Unity hat hat den hohen Detailgrad der Texturen und Objekte dabei über die Photogrammetrie-Technik erzeugt. Das Verfahren ist vergleichsweise aufwendig. Das Spiel soll wie ein Wackelkamera-Film wirken; an den Kamerabewegungen soll sich auch die Verfassung des Spielcharakters erkennen lassen.

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