StrongBlackVine
Banned
Neither of those games ever looked good enough for people to accuse them of getting downgraded.
The reveal of ME A certainly looked better than the final product. Gameplay wise it looked poor from the start though.
Neither of those games ever looked good enough for people to accuse them of getting downgraded.
It didn't look better.The reveal of ME A certainly looked better than the final product. Gameplay wise it looked poor from the start though.
It didn't look better.
Some other trailers, like Kadara Port exploration, was so bad it spawned countless memes and discussions.
The April 2016 trailer did not look much better (edit: can you link it just in case I watched the wrong one)The April 2016 footage looked considerably better than the final product. Pretty much everything we saw around E3 2016 up to release looked worse than anything seen before.
Conception started sometime in 2013, not long after ME3's Citadel DLC was out and the trilogy ended.How long has it been in development so far?
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I still do not unterstand what really what you guys mean by this. Why are meshes simpler as a result of photosourcing being a part of the asset creation process? What about the whole complex process and arduous process of setting up a material library? Of cleaning up the source diffuse from shadows and ao? What about creating the studio clean room for scanning?This is true actually. Photogrammetry gives you a complete set of textures, and you tend to edit it less afterwards with shaders in the engine, and you get away with simpler meshes aswell. Traditionally made art tend to need to rely more on shaders.
I still do not unterstand what really what you guys mean by this. Why are meshes simpler as a result of photosourcing being a part of the asset creation process? What about the whole complex process and arduous process of setting up a material library? Of cleaning up the source diffuse from shadows and ao? What about creating the studio clean room for scanning?
What do you mean by "rely more on shaders"? As I see it, photogrammetry is all about shading and making your textures more reliant on their material properties (i.e. shading) rather than baked.diffuse details / ao.
I still do not unterstand what really what you guys mean by this. Why are meshes simpler as a result of photosourcing being a part of the asset creation process? What about the whole complex process and arduous process of setting up a material library? Of cleaning up the source diffuse from shadows and ao? What about creating the studio clean room for scanning?
What do you mean by "rely more on shaders"? As I see it, photogrammetry is all about shading and making your textures more reliant on their material properties (i.e. shading) rather than baked.diffuse details / ao.
It absolutely will get a downgrade. Frostbite's a lovely engine but no way in hell is Anthem going to look like that, especially on the original Xbox One.
Conception started sometime in 2013, not long after ME3's Citadel DLC was out and the trilogy ended.
The demo looks leagues ahead the Uncharted: Lost Legacy demo, a much nore linear game with crazy cutscenes by one of the most visually proficient studios, running on a PS4 Pro.The demo was clearly a vertical slice where effects etc are turned up to 11 to showcase what's technically possible with the Xbox One X devkit (that's more powerful than the actual One X). The base PS4 and Xbox One versions will look nothing like this. I highly doubt a multiplat will surpass what the first party exclusives have managed so far.
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yes.