I'll quote this post from a 2013 thread (which I found while searching for a screenshot):
That's Crackdown.
That's Crackdown.
I'll quote this post from a 2013 thread (which I found while searching for a screenshot):
That's Crackdown.
I think we got the winner here guys and gals 😂😂😂😂Turok was one of the first games where you could actually walk to every object you could see.
Ghost Recon: Wildlands PS4 said:
Turok was one of the first games where you could actually walk to every object you could see.
Came here to post BotW, so uh, yeah. Nice.
That's usually how real life architecture works?I just realized that all those windows on the left are copy pasted...
Star Citizen.So is the space station thing an actual object you can like travel to? Or is it something just stuck in the sky/skybox. Seems like you could fudge things pretty substantially if it's just for show.
I'm not even 100% sure what game that is though, so I acknowledge I could be way off base.
That's usually how real life architecture works?
BotW is awesome with far away geographic features but at the same time objects very close to you tend to pop in.
A lot of people are confusing "Instanced low poly geometry with 2D sprites (that often can't be reached during gameplay)" with "good draw distance."
Crysis 3:
I know the internet is filled with emulation screenshots but guys please, at least use one that shows the correct graphics.Turok was one of the first games where you could actually walk to every object you could see.
lol that shot is insane!Battlegrounds has also a pretty impressive draw distance...
https://gfycat.com/PettyForsakenCrocodile
(full size)
A lot of people are confusing "Instanced low poly geometry with 2D sprites (that often can't be reached during gameplay)" with "good draw distance."
Wow, your comment brought back some long forgotten memories. What a weird game that was. Not to mention the adaptive/learning AI!I can't find any decent screenshots, but Mercedes Benz World Racing on the original Xbox had an amazing draw distance.
I think the thing about Breath Of The Wild isn't so much that the draw distance is impressive on a technical level, but that Nintendo gave a lot of consideration to sight lines and distinctive landmarks.
Like, I can't think of any other open world game where I am able to orient myself so quickly by simply looking around. You can almost always see Death Mountain or Hyrule Castle no matter where you are in BotW.
A lot of other open world games strive for more realistic looking terrain, and realistic looking mountains often end up looking very similar.
Whereas stylized mountains like Death Mountain or Dueling Peaks stand out.
Well, Crysis does exactly what you described extensively, pretty sure 3 does it also. But is there a difference? You still need to create the sprites and then render them in realistic way.
Because draw distance is a vague term. Is it the maximum distance for any geometry? Is it the maximum distance for LOD0? Maximum distance for actors? For static geometry? Games have different cutoffs for all kinds of things, which of those is the draw distance?
Why are people saying BotW?
That's amazing.Battlegrounds has also a pretty impressive draw distance...
https://gfycat.com/PettyForsakenCrocodile
(full size)
It's ARMA 3.
You can literally stand on a mountain and see how far the eye can see in that game, snipe someone from literal miles away with a good shot, can see details of things miles away with a good eye, etc.
Like nothing else I've seen comes close to it, but it makes sense as ARMA 3 is basically a military simulator game.
Turok was one of the first games where you could actually walk to every object you could see.
Holy shit. No other game has nothing on this when it comes to draw distances. Jesus fuck you can see the godamn space station from the planet. Insane draw distance.
How is Ghost Recon Wildlands?
Battlegrounds has also a pretty impressive draw distance...
BOTW's "draw distance" is LOD textures and smoke and mirrors. The actual draw distance is pretty bad.
A lot of people are confusing "Instanced low poly geometry with 2D sprites (that often can't be reached during gameplay)" with "good draw distance."
I'm sure it's been surpassed, but The Witcher 3 on PS4 was the most a game's draw distance has impressed me since probably Oblivion.
You just described how 99% of the games posted on this thread draw distant trees (except the N64 and Dreamcast ones, there wasn't instancing back then), including all three Crysis games.