Gemüsepizza
Member
I don't think such a small screenshot with horrible compression is indicative of the final game and can show how "hard" it is to identify enemies etc.
Gemüsepizza;61861121 said:I don't think such a small screenshot with horrible compression is sufficient to prove your point.
then even take this image.
look at how obstructed the barrel of the gun is. You could be using the distinct shape of the weapon to help inform the player, much like how tf2 uses the various character silhouette, but instead you're needlessly limiting the information you're giving to the player.
If it has red glowing eyes, you shoot it.
I really don't see any issue.
Also, good lord that gun model is insane.
uh... you may want to judge from actual gameplay and not some random screenshot of a character model shooting.
I will not deny that games sometimes have problems with an over abundance of visual effects.. but you are judging this on very bad screenshots or non-proven things.
If it has red glowing eyes, you shoot it.
I really don't see any issue.
Also, good lord that gun model is insane.
then even take this image.
look at how obstructed the barrel of the gun is. You could be using the distinct shape of the weapon to help inform the player, much like how tf2 uses the various character silhouette, but instead you're needlessly limiting the information you're giving to the player. This type of post processing is so unresolved for game design.
I see 3, how many do you see? But that defeats the point, what type of enemy should i focus on first, who is my biggest priority, how do I know what weapon they have. These things are resolved in games through visuals, but when you remove the visual information with garbage effects, it doesn't let players be decision makers, or play to their own style. It forces you to "shoot at the red glowy eyes", and what happens when you add start to "red glowy effects" and "red glowy particles"?
It wouldn't. It'll be 30.Hey, is this game still locked at 30 FPS? I heard they made that choice before they knew about the four extra gigs of RAM. And before anyone bites my head off, I have no idea what RAM does, so maybe it wouldnt help with the FPS anyways.
then even take this image.
look at how obstructed the barrel of the gun is. You could be using the distinct shape of the weapon to help inform the player, much like how tf2 uses the various character silhouette, but instead you're needlessly limiting the information you're giving to the player. This type of post processing is so unresolved for game design.
It will be 30 FPS. RAM doesn't allow you draw stuff faster.Hey, is this game still locked at 30 FPS? I heard they made that choice before they knew about the four extra gigs of RAM. And before anyone bites my head off, I have no idea what RAM does, so maybe it wouldnt help with the FPS anyways.
Everything you said.while I agree that graphical effects add to the atmosphere, there's a point at which the artist and designers need to understand that less but better might be the more appropriate approach. You can create chaos through a vareiety of different ways, you shouldn't be hampering the gameplay for graphics.
In the screen I posted you can you easily and readily tell the difference between the person shooting at you, your priority targets, and how best to neutralize them? If not, then what did you think the developer added to ensure that players dont become overly fustrated? These cinematic effects are a key component in the rise of poor game design like handholding and qte's because they create visual garbage that interferes with the gameplay. The more fustrating the game (key is fustration and not difficulty), the less immersive and atmospheric the game. The same goes for things like cheap or shody AI.
the reality is that these effects, like dof, bloom, flares, glares, etc, they take you out of the immersive gaming enviroment by creating a needless game design issues. While it looks incredible, you're not going to be stopping in the middle of a firefight to notice how nice everything looks, you're going to do that after, and there's really a great opportunity for the designers to reward the player with a beautiful vista.
Halo 4 has many good examples of how adding cinematic visual effects that do nothing but hamper the end experience. They make the jackals sniping you invisible from the suns lensflare, they make the head less visible and harder to hit, and they take away from the beautiful level and enemy designs of the others who worked hard on the game. Or how about the dirty goggles in BF3, who keeps their gear in such bad condition, how does the inability to see what you're doing in a game make it more immersive or better?
These effects are the new bloom of the console era, and they're creating more and more gaming issues then ever.
So if I'm understanding this right, this now looks too good to be playable?
Is this really ingame?
Everything you said.
Contrast between enemy and background is FPS design 101... ask valve or ID
That's the biggest problem I have with modern shooters and why I can't enjoy battlefield 3 etc, it's a visual mess that really harms the gameplay.
I have 20/20 vision and a crt monitor (so no scaling or motion blur, ideal conditions for gaming better than most people have) and I have to FIGHT the frigging game to be able to see enemies.
Can't wait to see what the Assault Rifle looks like now.
Best modeled gun last gen easily.
Only 30fps! Lol omg xbone is so bad.... Oh.
Everything you said.
Contrast between enemy and background is FPS design 101... ask valve or ID
That's the biggest problem I have with modern shooters and why I can't enjoy battlefield 3 etc, it's a visual mess that really harms the gameplay.
I have 20/20 vision and a crt monitor (so no scaling or motion blur, ideal conditions for gaming better than most people have) and I have to FIGHT the frigging game to be able to see enemies.
Only 30fps! Lol omg xbone is so bad.... Oh.
Only 30fps! Lol omg xbone is so bad.... Oh.
In-game and taken from the build they demoed at the PS4 event.
Random KZ3 shots:
Can't wait to abuse the screenshot function with Shadow Fall.
You virals aren't convincing anybody. Please go home.Only 30fps! Lol omg xbone is so bad.... Oh.
Only 30fps! Lol omg xbone is so bad.... Oh.
Looking at that Killzone screen, I really don't care how much more powerful game consoles get. This will do just fine.
It sucks the game isn't 60 fps. But I'm sure it will look mighty impressive, especially because of 1080p.
What I wonder though, is it realistic to expect 60fps for a game like this 2 years down the line on PS4?
Do you want me to add an Only on PlayStation tag to your avatar?Only 30fps! Lol omg xbone is so bad.... Oh.
Only 30fps! Lol omg xbone is so bad.... Oh.
So guys, will SF MP be closer to Killzone 3 or Killzone 2?
I think it will be even past KZ3 in my opinion. They want to chase that early COD dollar at launch, so I don't have high hopes for KZ2 style.
Whether its due to the capabiities of the PS4, or a deliberate visual choice, I'm so freakin glad they've done away with the cross-processed, high contrast look.In-game and taken from the build they demoed at the PS4 event.
Random KZ3 shots:
Can't wait to abuse the screenshot function with Shadow Fall.
Yeah Killzone 3 ended up looking like aliased high contrast mess in practice, it looks good in those screeens though, but that's sure not how it looked on my TV.
I know it's been stated a lot, but they did get their KZ2 MP Director(?) to come back for this game. Hopefully, they'll listen to him.
Honestly, its crap.
The guy is wearing belts.
There are black round things attached randomly throughout the clothing.
I believe there are very talented people at GG. I've seen the art. But the guy allowing this crap pass through needs a vacation or join forces with Rob Liefield
MLAA looks better in screenshots than in actual gameplay. On the plus side it was much sharper than KZ2, but I found that KZ2 jaggies were less noticeable.
Said every generation prior.