Star Citizen – Continues it’s push with PBR

PBR (Physical Based Rendering)

Simply, PBR adds simulated real world light values to surfaces, so textures and surface types count.
Shine a light onto a piece of anodised Aluminium and watch that surface effect the rubber hose next to it.
Instead of going down the traditional path where photo realism is achieved by graphic artists lighting objects from apparently nowhere to get a decent result, PBR lights the scene as it would be in real life, or at least closely simulates it.
Different textures & surfaces on an object will now independently change how an object looks, make a teapot out of rubber and the light dispersal will be flat, make the teapot of of Chrome and the dispersed light will move realistically.
This allows texture layers for things like dust, rust, cracking, damage, water etc to layer on top of an object and those layers are dealt with by PBR in the same fashion.
So the Chrome teapot which has rust spots now reacts very differently, effecting every other object around it.

In the world of Star Citizen, with detailed ship models and a vast library of material textures being used to build out the 3D ships, PBR basically adds depth to the scene.
previously ships looked very nice, but somehow artificial, PBR follows real light values so object react like the do in real life, the brain see’s it and recognises it, now the ships are starting to look both very nice and somehow more real.

Everything in Star Citizen is being given the PBR makeover, it’s a massive task but will effect how the entire game renders out to your screen.
It’s understated but massively powerful.
Once the 3D models get optimised, detailed and pushed out in 4k resolution, everything else is going to look a tad dated.

Lustre and sheen of metals