Die Wingmans hangar Folge war asncheinend richtig gut diesmal ^^
nächster Patch bringt OR Support, Cutlass und Schießstand Updates.
bald wird es für eine gewisse Zeit keine Wingman Hangar Folgen mehr geben, da sie das Spiel auf PBR umstellen
PBR heißt Physics Based Rendering und macht das Spiel nochmal eine Ecke hübscher
It's a way to make everything look more photorealistic/natural-looking by changing how light bounces off everything. Since lighting controls how you see everything in the game (because you couldn't see in the pitch-black dark), it affects how every single part of the game looks.
Basically: instead of current lighting techniques like using multiple diffuse textures for specular maps for each part of every object in the game to represent different conditions, they can just create 1 texture for each part then artificially define properties like a refractive index to help parameterize a physics model that controls how light and shadow work when rendering frames of an in-game scene that contains that object.
In most implementations the physics model basically uses a predictive set of converging functions to determine how light from a specific source will reflect off a given surface, which then refracts and reflects off other surfaces at a) different angles, with b) reduced intensity and c) a different wavelength, etc.
In productivity terms: people creating textures for in-game assets now have to spend less time creating multiple maps for each surface because they can just say "this panel is steel" or "this seat cushion is leather" rather than having to create multiple different copies of them that behave differently under different lighting conditions (such as in space, in atmosphere, indoors, etc.)
In visual terms: different types of surfaces (such as metal, leather, plastic, glass, etc.) should look more photorealistic and more "natural" because the way that light reflects off them and the way shadows are created will be more accurate