I don't know what they did to make the video other than they used the automove camera orbit mode I added.
It is the same block vertex color AO we had years ago, we just turned it back on and tweaked it a bit. Ambient indoor/outdoor was then adjusted to compensate for indoors being darker from AO. Our screen space AO was change to a different system. Contact shadows were added as a postprocessing effect. It seems to mainly fill in light leaks we would have before and make shadows closer to the surface. Our gfx programmer did most of this work, so I don't know all the details.
I did add FSR3, but it is in an experimental state as there are some blurring issues and does not seem to work on OpenGL, so it will not be enabled by default.
I don't think I have mentioned this change before, but city cores are now square with the remaining tiles growing out from that, which makes them less likely to be weird shapes that f...
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