
Ah, object motion blur. Takes me back to the days of Dead Or Alive 4 and Fight Night: Round 3. Only here it’s not fists and feet but… whatever those are. I’m going to call them Optiballs. I did say I wouldn’t post any more of the Effect until I could post all the Effect, so I’m going to cut my losses and point you to this set on Flickr which I’ll put any further demo stuff in. Tools and tricks: Gibbed’s ME3 Coalesced tool, 2160p rendering, antialiasing (in-game FXAA + injected SMAA), free camera, custom FOV, timestop.

What you’re looking at here is a scene from Christian Bale-introducing coming of age movie Empire Of The Sun – a scene so iconic that you don’t even have to watch the movie. So iconic that it then became the intro to Hollywood WWII pastiche Brothers In Arms: Hell’s Highway. So damn iconic that I’m pretty sure it ended up in a Michael Bay movie or two (as much as any Michael Bay movie can be remembered). In fact, it’s now such a clichĂ© that it qualifies for inclusion in a Mass Effect game. On a roll, ME3 then quickly shoves the kid in an air duct for a scene nabbed from The Chronicles Of Riddick: Assault On Dark Athena. Now, I love it when Mass Effect is inspired by other people’s sci-fi, but not when it’s designed by other people’s sci-fi videogames. I’m hoping this third one strikes the same agreeable balance as the second. Tools and tricks: Gibbed’s ME3 Coalesced tool, 2160p rendering, antialiasing (in-game FXAA + injected SMAA), free camera, custom FOV, timestop.

Tools and tricks: antialiasing (FXAA), Post Process Injection DLL w/ pre-sharpening for texture and post-sharpening for image, high-performance ambient occlusion, 2160p rendering, no-HUD, custom FOV, noclip, timestop.

Tools and tricks: antialiasing (FXAA), Post Process Injection DLL w/ pre-sharpening for texture and post-sharpening for image, high-performance ambient occlusion, 2160p rendering, no-HUD, custom FOV, noclip, timestop.

Tools and tricks: antialiasing (FXAA), Post Process Injection DLL w/ pre-sharpening for texture and post-sharpening for image, high-performance ambient occlusion, 2160p rendering, no-HUD, custom FOV, noclip, timestop.

Tools and tricks: antialiasing (FXAA), Post Process Injection DLL w/ pre-sharpening for texture and post-sharpening for image, high-performance ambient occlusion, 2160p rendering, no-HUD, custom FOV, noclip, timestop.

Tools and tricks: antialiasing (FXAA), Post Process Injection DLL w/ pre-sharpening for texture and post-sharpening for image, high-performance ambient occlusion, 2160p rendering, no-HUD, custom FOV, noclip, timestop.

Tools and tricks: antialiasing (FXAA), Post Process Injection DLL w/ pre-sharpening for texture and post-sharpening for image, high-performance ambient occlusion, 2160p rendering, no-HUD, custom FOV, noclip, timestop.

It’s all very well being able to rotate the camera around your custom character, but how about some lighting? That’s what really drives a wedge between the face in the preview and the one in every cutscene thereafter. Just set the character editor in a 24-hour disco and be done with it. Mass Effect actually uses additional spot-lighting for its cinematics – which is great as you can still use the free camera. Tools and tricks: free camera, timestop, no-HUD, custom FOV, JeanLuc761′s hi-res character textures, in-world HUD textures blanked, antialiasing (injected max quality FXAA 3.11 w/ texture pre-sharpening), 2160p rendering.

Tools and tricks: free camera, timestop, no-HUD, custom FOV, JeanLuc761′s hi-res character textures, in-world HUD textures blanked, antialiasing (injected max quality FXAA 3.11 w/ texture pre-sharpening), 2160p rendering.
