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Physically based rendering / shading in SQUAD?

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Now, I don't know if this is a dumb question, but does SQUAD use any form of physical based rendering/shading system at present?


After a friend of mine who I was playing SQUAD with on the weekend pointed out that the plants look slightly plastic/shiny at the moment, whereupon I started talking about physical based rendering and how it addresses the uniform 'plastic' reflective lighting that a lot of objects in games tend to have. This generally addresses the different reflectivity properties of physical materials ingame so that they have approximations to real life levels of light permeability, opacity and reflectivity. To my highly unskilled observation I didn't THINK such a system is being used in SQUAD at the moment (correct me if I'm wrong please!!).


After reading up I discovered that UE4 is definitely now listing physically based rendering/shading as a feature, and if it's not implemented at present is it something the developers are thinking about?

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