I don't think Ubisoft has ever released a screenshot that wasn't downsampled from a higher resolution with AA and AF.
Can you do the same with videos with the same result?
Sure you can, it's just a matter of rendering the game at a higher resolution and then downsample it. It's what people are doing to get decent AA in Dark Souls for example.Can you do the same with videos with the same result?
You won't get that IQ. It's hard to obtain in PC games unless you do some really good AA and/or downsampling. The shot is most definitely cleaned up. Now the videos looks absolutely doable outside of the pre-rendered CG stuff.None of the zombi u media shows any jaggies. The Wii U is a more powerful system then the HD twins, so running at 720p with a good amount of AA at 30 fps is not unrealistic.
not a bullshot as far as I can see. everything within this is easily doable prebaked lighting, fog, some port processing effects.
Can you still aim using the gyro?
My first gif ever
What about tablet + WiiMote and Nunchunk. The only difference would be that your wiimote would be used for aiming and shooting
I would love that, COD Black Ops 2 has it
It would be even more realistic, in real live you would have to put down your weapon or hold your weapon while your looking in your bad, so doing that with the Wiimote numchuck/WiiU pad can work too. Options are so great thank you Nintendo.
Although supposedly the staff changed a fair amount from the time it was KF to when it became Zombi U so maybe not.
I'll just ignore this being a wasteland and keep posting then
Some ZombiU credits from linkedin:
(dates refer to Product Manager's Nicolas Bouchet time of involvement)
ZombiU
August 2011 to Present
Team Members: M. Gabrielle Shrager (Writer/Story Designer), Jean-Philippe Caro (Creative Director), Florent Sacre (Co-creative Director, Art Director), Guillaume Brunier (Producer), Mathieu Audrain, Alexandre Carlotti (Audio Director), Antony Johnston (Writer), Guillaume Sauveur (Lead Gameplay Programmer), Nicolas Bouchet (Product Manager)
KILLER FREAKS FROM OUTER SPACE
August 2010 to October 2011
Team Members: Nicolas Bouchet (Product Manager), Florent Sacre (Co-creative Director, Art Director), Guillaume ARVIEU (Marketing Artist), Loic Gounon (Brand Manager), Jean-Philippe Caro (Co-creative Director), Guillaume Brunier (Producer)
Killler Freaks (separate entry)
Florent Sacre (Co-creative Director, Art Director) (was lead artist on Beyond Good & Evil)
Co-creative director, Art director / ZOMBIU (WiiU)
November 2011 present
Co-creative director, Art director / Killer freaks from outer space (WiiU)
October 2009 November 2011
Mounir Radi
January 2011 Present Lead Content Designer on ZombiU
Alexandre Carlotti
ZOMBIU: Audio Director - Audio Producer - Associate Producer
(worked on Rayman Origins, From Dust, Ghost Recon Advanced Warfighter, PoP Sands of Time, Splinter Cell Chaos Theory)
Mathieu Audrain
Level Design / Content Director
....
don't know why I looked that up.
I find it weird how those timeframes aren't consistently referring to the same window in terms of the Killer Freaks/ZombiU switch.
Yep, he did say that. And i'm the first person who would welcome a jaggyless game. Still, that screen.. it's hard to believe it will be THAT clean.
In fact... i'm almost certain that it won't.
It won't, with all the post processing on, the image will never bee that clean (dust on the screen, vignetting, etc...)
In terms of atmosphere this shits all over RE6. I wish it was in third person.
In terms of atmosphere this shits all over RE6. I wish it was in third person.
not a bullshot as far as I can see. everything within this is easily doable prebaked lighting, fog, some port processing effects.
I personally cant wait for not_so_special's unbiased and analitical review of this game.
Played the game some days ago, it's not going to look that good. Gameplay ideas and environment exploration is awesome though. Day 1 for me
People are really reaching to complain about this; its not at all special power wise - its the hard work of the developer to create an atmospheric game. Not sure what there is to bitch about!
Am I the only one who found that scene impressive?
A Wii U launch game from Ubisoft isn't allowed to look good or be good. The resistance must try their hardest to deny any hint of quality!
It fucking pisses me off that all everyone ever talks about with launch games is graphics. So tired of that shit.
not a bullshot as far as I can see. everything within this is easily doable prebaked lighting, fog, some port processing effects.
No. You never could. The only part where you use gyro to aim is with zoomed in weapons (sniper, crossbow).
I think that's a bullshot. It's perfect. No AA. No anisotropic filtering errors. If it definitely looks like that in motion then I'll purchase it day one.
When it was the crazy alien game. I saw some footage where they were aiming just using the gyro. I hope they add that in as a feature.
Yes. Very much so. That's why I've got a PS360 and a PC.Seriously, do you care about graphics that much?
That was very likely just there to show off the "Hey you can look around in 360°!" capabilities during early stages. They realized that's terrible as a main control scheme and reduced it to precision long distance aiming which is where it makes the most sense (see Ocarina of Time 3D)
It can't be that bad. They already include gyro controls for some weapons. Why not have a option for the user to use that mode for all firearms. I'd love to play like that.
It fucking pisses me off that all everyone ever talks about with launch games is graphics. So tired of that shit.
You played a version of the game a few days ago, which could have been several months old.
That's why I believe such a control method is better off specifically being used for long distance weapons, because in those moments the gameplay switches to Gamepad.
But for now, people are going to over analyze to death every little screen shot, video, gif, etc. I don't think you can really stop them.
You're right. But Gamescom build, graphics were 80%. They told me they were working on aliasing after that. Frankfurt build looked pretty much final. I don't see why the game will look much different come Nov 30th.
Then again, experience looks really cool (if a bit awkward). And for beautiful games, I choose Mario and Rayman, period.
Revelations for the 3DS and Golden Abyss for Vita proved that Gyro controls can provide a very accurate and compelling shooting experience when it is combined with analog control. But, I believe such a control method needs to have the action ON the controller to be an intuitive experience, and ZombiU obviously can't do that the whole game. That's why I believe such a control method is better off specifically being used for long distance weapons, because in those moments the gameplay switches to Gamepad.
I'm hoping there is going to be a least one fps on WiiU that will allow you to play using the WiiUpad screen and using the gyro to aim. I don't mind looking like a complete idiot twirling around my living room shooting things.
As in the Killer freaks demo?
I'm hoping there is going to be a least one fps on WiiU that will allow you to play using the WiiUpad screen and using the gyro to aim. I don't mind looking like a complete idiot twirling around my living room shooting things.
Photoshop CS5, I just got bored and looked up a gif tutorial and figured why not do some for ZombiU.what did you use to make the gif?
Me either.
Like I said before, Revelations and Golden Abyss were amazing with this control method, and I recommend that you try them out if you haven't already. As for WiiU, it seems like Black Ops 2 could use such a control method considering it utilizes off-TV play, but I'm assuming it doesn't. :/
Cant wait for this game to come out and it scores better than RE6.
Yes. I thought it looked really cool.
Photoshop CS5, I just got bored and looked up a gif tutorial and figured why not do some for ZombiU.
Yes. I thought it looked really cool.