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Digital Foundry - Sekiro Shadows Die Twice: A Technical Evolution Over Dark Souls

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In this tech breakdown - sponsored by Sekiro Shadows Die Twice - we take a look at how every game in the Souls series improves on the last. Technical features are added and sometimes removed, but it's clear From Software's remains on the front foot to improve its in-house tech.

Summary:
- First: Demon's Soul (Playstation 3, 2009)
- Used the CELL CPU from PS3
- Dark Souls (Playstation 3, Xbox 360, PC, 2011)
- Sucessor of Demon's Soul
- Improved inhouse game engine
- Use of motion blur
- Compared with Demon's Soul, there is a jump of improvement
- Infamouns PC version. The remaster fix most of than.
- Dark Souls 2 (Playstation 3, Xbox 360, PC, 2014)
- Differ rendering was used
- Old trailer vs final version of the game
- Natural motion movement add
- Material and lighting get real attention
- Scholar or the first sin reimaginate the game
- 'Scholar of the first sin' add directx 11 support to the game
- Bloodborne ( Playstation 4, 2015)
- Next gen to the series
- Dark Souls 3 ( PS4, Xbox One, PC, 2016)
- Gran finalle for the series
- Chromatic aberration from Bloodborne removed
- More of the core engine was used from Bloodborne
- Sekiro (PS4, Xbox One, PC, 2019)
- First of the series to use HDR
- Alpha effects make a great showcase for the game
- Movement are fast than any other soul games
- Volumetric effect make big part
Much more info at the video. Just a few for every game
 
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