UncleSporky said:
Yeah, they totally detroyed the lighting. The old one had a warm, smooth tone, the new one a blueish, cold one.
WHY?
UncleSporky said:
Durante said:It has nothing to do with slow (though it is quite slow by modern mobile standards). It simply doesn't support MSAA (the only form of AA usable for a full game on a device like this).
Kerrby said:I thought the 3DS was meant to be more powerful than the PSP or even Gamecube. I've seen nothing that suggests that.
BooJoh said:Then how are you proposing they preview this stuff in 3D to people who don't own a 3DS? As much as 2D images might seem to hurt some impressions, it's just not practical to eliminate them from previews.
Anyway, for those who are interested, all 11 3D screens are up on http://www.3ds-screenshot.com/ (under Labyrinth no Kanata)
Maybe I'm weird, but I think the colder blue tone better fits the fact that you are trapped in a labyrinth.FoxSpirit said:Yeah, they totally detroyed the lighting. The old one had a warm, smooth tone, the new one a blueish, cold one.
WHY?
Easy_D said:Maybe I'm weird, but I think the colder blue tone better fits the fact that you are trapped in a labyrinth.
The Mercenaries 3D allows you to amass more then 20 enemies on screen? Because that's how much you could get in RE4.Nuclear Muffin said:3: RE Mercenaries manages to look better even when having to deal with running in 3D (effectively doubling what has to be rendered onscreen), while rendering more enemies on screen than what ever appeared in RE4's Mercenaries mode (with more enemy types at once too!)
"On screen" being essentially the same thing as "loaded in memory, walking around the level somewhere," since herding to get them all on screen is possible...yeah, it can do that.Luigiv said:The Mercenaries 3D allows you to amass more then 20 enemies on screen? Because that's how much you could get in RE4.
Luigiv said:The Mercenaries 3D allows you to amass more then 20 enemies on screen? Because that's how much you could get in RE4.
UncleSporky said:"On screen" being essentially the same thing as "loaded in memory, walking around the level somewhere," since herding to get them all on screen is possible...yeah, it can do that.
As in both games though, more commonly you'll see 6 or so.
That's not the definition of on screen.UncleSporky said:"On screen" being essentially the same thing as "loaded in memory, walking around the level somewhere," since herding to get them all on screen is possible...yeah, it can do that.
As in both games though, more commonly you'll see 6 or so.
Nuclear Muffin said:I haven't counted, but I've been in situations where there were at least that many.
Nuclear Muffin said:I would suggest looking at Resident Evil Mercenaries or Revelations then. Looks better than RE4 GCN, which is amazing when you consider the following...
1: RE4 had about 4 years of dev time, RE Mercenaries was a rush job made in about a year at most
2: RE4 was made by Capcom production studio 4 (the best team Capcom ever had), while Mercenaries was outsourced to TOSE.
3: RE Mercenaries manages to look better even when having to deal with running in 3D (effectively doubling what has to be rendered onscreen), while rendering more enemies on screen than what ever appeared in RE4's Mercenaries mode (with more enemy types at once too!)
Oh and just as an aside, almost no games on the GCN or PS2 had any anti aliasing at all (also, RE4 had to cheat and run in sub SD resolution too)
PdotMichael said:please, don't lie
boris feinbrand said:Mercenaries never even looks comparable to RE4. Not even close. Enemy count is not even a quarter of what was possible on the Gamecube and effects, lightning and geometry are well below RE4 even on the PS2 version.
Mercenaries is able to save a lot of its looks by using more advanced shaders, but that's about it. Animations, sound, everything is a clear downgrade from RE4.
Now Revelations on the other hand looks very comparable to RE4, almost a mix between RE5 and 4. This is in part also due to the smaller levels and fewer enemies, but nonetheless it looks comparable.
Also the compression in the 3D screens is horrible. It's worse than the lowest jpg compression available, with crushed colours and blocks everywhere. But overall the 3D effect is quite good in the screens otherwise.
PdotMichael said:please, don't lie
Nemesis556 said:He's not. Particularly in the EX Missions.
PdotMichael said:In the EX Missions, i saw at most 8 enemies on screen.
Nuclear Muffin said:Have you two actually played the game? (here's a hint, I own both), yes it does have that many enemies (the early videos were from the first couple of missions, where there are less enemies). The enemy count is actually closer to RE5 than RE4, especially in the EX missions.
Sound quality has been downgraded from RE4 GCN, but the lighting, animation and geometry has not been downgraded at all (in fact the animations for the RE4 characters were taken directly from the original game - unless you're talking about that issue with characters in the distance here, in which case I've misunderstood you here). Also, RE Mercenaries (in addition to the added shader effects) has actual shadows for every onscreen character! (RE4 GCN had no shadows at all outside of cutscenes).
The only things that are really missing in comparison to RE4 are the fog effects, the destructible doors and the missing water in the village (though I bet that those were partially down to the rushed development cycle, even the PS2 version had those effects). The blood effects have also been toned down, but that may be down to the game's censorship (just like RE5, it doesn't have decapitations for your characters)
Nuclear Muffin said:Bollocks, EX 9 (the second wave mission. Wave missions tell you how many enemies are part of each wave) has 15 characters running around at once. Other EX missions may have even more.
Plus in multiplayer, there is the additional playable character as well onscreen...
Nuclear Muffin said:Bollocks, EX 9 (the second wave mission. Wave missions tell you how many enemies are part of each wave) has 15 characters running around at once. Other EX missions may have even more.
Plus in multiplayer, there is the additional playable character as well onscreen...
Thanks a lot!beje said:Bookmark this: http://www.3ds-screenshot.com/
I own RE4 in 3 different versions, I own Mercenaries and no, the most enemies on screen at any given time is never higher than 8. And yes I counted. And yes my eyes are working perfectly well.
Not only is Mercenaries in every way inferior to RE4 when it comes to polygon count, enemies on screen count, framerate, animations (especially for enemies farther away), real time lightning, sound and environmental detail, foliage and enemy detail (even the ghastly looking PS2 version) but it also has a smaller colour range (looks to be way under 24 bit judging by the night scenes) than RE4.
No they don't, every enemy above the initial 8 spawns in when one is taken down. Knowing that will help you chain longer combos together as it is not desirable to kill too many enemies at once and then having to wait for the following group to spawn, breaking the combo.
The spawning mid wave is especially noticeable in the Cargo ship map, where you can see them spawning inside the crates jumping out.
BooJoh said:Then how are you proposing they preview this stuff in 3D to people who don't own a 3DS? As much as 2D images might seem to hurt some impressions, it's just not practical to eliminate them from previews.
Anyway, for those who are interested, all 11 3D screens are up on http://www.3ds-screenshot.com/ (under Labyrinth no Kanata)
Nuclear Muffin said:RE4 GCN ran in 16 bit colour and suffered from the same issue. As for the environmental detail, what is missing from the RE4 maps in Mercenaries? (Aside from that one house that is blocked off in the village map) I honestly can't see any difference with the environments themselves (outside of some upgraded textures in Mercenaries), the lighting seems to look the same and is positioned in the same places. I've compared the two side by side while playing (just out of curiosity) and I couldn't see anything missing, please tell me (no really, I have no idea. I'm interested in finding out!)
I'll trust you on that one, I haven't noticed that myself.
boris feinbrand said:The 24 bit was an approximation, it is clearly not on par with the colour range of RE4. The crushed blacks and broken shaders on characters with dark one coloured outfits (claire office outfit at night and Jill tanktop outfit at night) are extremely jarring.
Look I'm not here to fight, and beside this thread is about Beyond the Labyrinth.
Back on topic:
I really appreciate the art Style for this game. I hope we get to see higher quality 3D pics in the future that don't have this terrible compression to them.
Has anything been released about how this game actually plays? As in: Will there be combat, puzzles, structure?
dallow_bg said:You're getting old Nuclear Muffin...
The important thing though is that you enjoy the game at least.
GJS said:I checked out the MPO screenshots via the browser and I have to say I still think it looks amazing, the use of 3D in the shots looks brilliant as well.
UncleSporky said:I wish people wouldn't say "on screen" when talking about the number of enemies. It misses the point.
If you count and only see 8 enemies in front of you, then turn around and see 4 more, that's actually 12 enemies that are "on screen" as far as the engine is concerned. As I said, any number of enemies that are currently loaded and running around have to be displayable at the same time. The engine's not going to go "oh shit, he's turning around and going to be able to see more than I can display, quick, despawn a few guys."
duckroll said:Why the hell are you people derailing this thread with garbage about RE?
PdotMichael said:
M3d10n said:And on the PSP versus 3DS talk... did Capcom go back in time and cancel SSFIV3D while I was sleeping? If there's one 3DS game that trounces PSP graphics, it's that one.
FreeMufasa said:huh? The game looks that good. But that doesn't look to good though.
These, however, were straight up bullshots.
Your understanding of rendering is flawed. AA requires not just more memory, but also significantly more memory bandwidth and (z-)fillrate, which often end up being the limiting factor.Myansie said:That's what I'm getting at. The 3DS has oodles of ram relative to its power. It seems to be computationally slower than the Wii, yet it has half as much ram again on top of its console sibling. Normally extra ram helps boost AA, but of course we're not seeing that. So what's the ram being used for? Are 3DS games going to have a massive jump in graphics prowess as the handheld gets older?
I'm going by the specifications of the confirmed GPU. The 2D AA uses the fact that the games are already designed to be rendered twice to implement SSAA. Graphically simple stuff like Pokedex can do that even for 3D, just like there was a very small handful of games that had AA on PS2.Nuclear Muffin said:If you're going by those leaked specs, then do know that the CPU speed and type was never confirmed. In fact the specs have been proven to be wrong, at least partially. The 3DS has double the amount of RAM in the final system.
Also, if it doesn't support MSAA, then how do RE: Mercenaries/Revelations, Street Fighter 4 3D and OoT 3D support AA in 2D? (Actually, Pokedex 3D has AA running even when in 3D mode!)
I guess if you can distance more the 3DS from your eyes that would help.Decarb said:Screens look really good in 3D, but I wish there was some way to reduce 3D effect with slider while viewing images/videos, its just too strong for me.
Yeah SSFIV3DE looks great on 3DS.M3d10n said:And on the PSP versus 3DS talk... did Capcom go back in time and cancel SSFIV3D while I was sleeping? If there's one 3DS game that trounces PSP graphics, it's that one.
beje said:Bookmark this: http://www.3ds-screenshot.com/
Yes, look here: http://www.3ds-screenshot.com/Axkil aka StabMasterArson said:These are the first 3D pictures i've ever downloaded to the 3DS, and although i don't know if i will get this game, the 3D effect looks fucking amazing. Are there other games that take advantage of the 3DS for their pics?
http://www.andriasang.com/e/blog/2011/08/24/beyond_the_labyrinth_music/Famitsu reveals this week that the game's aural component is being handled by Motoi Sakuraba. Of course, given that Sakuraba is known for some other high profile tri-Ace games like Valkyrie Profile and Star Ocean, this isn't too much of a surprise.
That's too bad but I at least hope the gameplay is good.Sammy Samusu said: