FS25: Ground Deformation and Enhanced Graphics

Ground Deformation and Enhanced Graphics

Farming Simulator 25 will be powered by the new GIANTS Engine 10, introducing a host of new features and optimizations to the game. Some of the exciting features we can expect include:

Enhanced Fog

The fog in the game will be fully controlled by the system, with no player influence. Additionally, god rays will be limited to sunlight effects.

  • Non-uniform density
  • Dynamic accumulation in valleys, water
  • Changing with weather, time of day.
  • Volumetric lighting with sun shadows
  • God rays
  • Volumetric lighting for local lights
  • Vehicles, street lamps, etc
Dynamic Shadows

In the game, every object will cast a shadow, with movement revealing different angles of those shadows.

  • Cloud shadows
  • Fully dynamic based on actual clouds
  • Shadows of the vehicle lights
  • Merged shadows lights
Weather Effects

Regarding mud on vehicles, it will accumulate on tires and gradually decrease as particles fall off. The same will apply to snow, which will accumulate and fall off with animations. Additionally, after it rains, the ground will remain wet for a while before drying out.

  • Rain effects on vehicles
  • Water droplets on machines
  • Tire color darkens when wet
  • Sticky mud on the tires
  • Unlike dirt, reduced when driving
  • Improved rain visuals
  • Rain splashes
  • Wet look: darker color, more reflective
Vehicles

  • Interactive water simulation
  • Clear coat layer
Terrain

  • Higher terrain resolution (1m), runtime compression
  • Displacement mapping (12,5cm)
  • Displacement mapping for fields
  • Influences physics simulation
  • Dynamically adjusted from tires and gameplay
Performance

  • Double-sided rendering
  • Fewer vertices for thin objects
  • Geometry size compression
  • Automatic internal compression reduces vertex data
  • Example data size: Giants Engine v10 reduces geometry size from 8MB to 4.5MB
  • Reduces slot count
  • Virtual texturing for terrain: 1mio x 1mio pixels, stored in 4-16k textures
  • Cheaper terrain rendering (especially displacement and parallax mapping)
  • Projected decals
  • No geometry for streets



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