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Grimløck;89604242 said:Add me. We can suck together at our leisure.
And me. I could only do engineer since turret aim better than me...
Someone please make custom map for noobs, all knife, all turret, all grenade
Grimløck;89604242 said:Add me. We can suck together at our leisure.
Team ICO made the same sacrifices in SotC (resolution being 512x488) and framerate. So if Crytek sucks for it, so does Team ICO
Of couse, that's not the case.
And yes, HDR lighting adds a lot to the games, which is why it's one of the main improvements of the KZSF engine.
That's weird because the CGI cutscenes in KZ2 were rendered with HDR lighting and looked great. Truth is, KZ2 and 3 would've benefited from HDR lighting just as SF does.Yeah, I forgot they didn't have this. The thing is, the non-HDR approach really worked great for the bleak look of KZ2, and really didn't work for more colourful look of KZ3.
Did you forget Guerrilla sacrificing input precision for eye-candy?One is fps which requires quick reflexes others are action adventure game one which used low res specially for low res blurry effect. other is a game where you mostly hold on titan and stab it that doesn't require quick reflexes. great comparison nonetheless
While some people keep denying it for some reason, it is indeed a looker:Did you just compared it to a ps2 game? lol
My point is Crytek added those and they ended up sacrificing resolution and framerate. Made the game not a looker.
Why can't you get that?
Back then there were already progressive scan TVs in which games looked way better at 480p than sub SD interlaced. Of course, pixel counting wasn't so widespread then and marketing didn't tell people to care about resolution so much.Most games were played on CRT back then and res was not as import as it is now .
Also it was 512 x 224 or 512 x 256 so lower than 512 x 488 if i remember right .
Every single light in KZSF is area light apparently, and shadow casting as well. As per their tech doc.
No it doesn't. CryEngine trumps whatever engine GG is using for KZ:SF. Fact. Shadowfall is a beautiful game, there is no doubt about that. But you can't compare Guerilla's engine to Crytek's. This is where Crytek excels at.
My goodness. How ignorant can you be? Assuming you are talking about engines.
One word: Geomcache. Film effects 10% of the original size now possible with their pipeline. Compare the water in Crysis 3 even on ultra settings, it's not even get close.
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Ryse has the best water in any videogame ever made, be it console or pc. This is not me saying this, it comes from an industry expert.
Every single light in KZSF is area light apparently, and shadow casting as well. As per their tech doc.
Did you forget Guerrilla sacrificing input precision for eye-candy?
Erm...no. That water is not especially well realised imo. Looks gloopy and too polygonal. BF4 has much better water imo. And Crysis and AC IV from what I can remember.
Actually, of that whole intro it was the water that looked the least impressive. Specially the splashes.
How can you compare an offline simulated mesh with a realtime procedural mesh? Not only that.. just because the behavior is physically simulated doesn't mean the actual "look" of the water is more advanced. I still say that BF4 has the best "looking" water and it interacts with the environment whereas the water in Ryse is "canned".
Killzone on PS4 is still the most technically advanced and most graphically impressive next gen game on ANY platform including a gaming PC right now and will be for the near future until some other exclusive PS4 game raises that bar even further
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Can all those predicting diminishing returns eat some crow now? Please?
My stance on the tech debate. Shadow Fall isn't doing things in as quite as high a quality as maxed out Metro or Crytek but the fact that it's a launch game on the equivalent of mid range PC specs and it compares favorably to those games speaks volumes to GG's talent.
Grimløck;89604242 said:Add me. We can suck together at our leisure.
But it did have to do with the lag.Eye candy had nothing to do with dead zone.
Yes, KZ2 and 3 are great. But so are C2 and 3. If you want to keep dismissing them it's up to you, it won't change the achievement they are.2ndly you cant deny that killzone2 & 3 are among the best looking current gen games. crysis 2 & 3 didn't looked as good on 360 and even worse on ps3.
its not always about pushing effects. its about knowing your limitation and building best technical games around them .
FTFY.Can I ask you what specifically makes KZ superior to the other heavy-hitter graphics games on the PC other than real-time screen space ray-traced reflections?
Like that intro scene with Visari speech etc? Well that was some high end CG, so of course it's going to look great, for a number of reasons other than just simple HDR. Personally though I didn't really like the aesthetics of the overbright look of that CG. I don't know, I just think the HDR lighting really wasn't needed for the bleak and desolate atmosphere of KZ2 to look great. Everything there was overcast or otherwise gloomy, so HDR would practically look out of place, but it is definitely part of the reasons why KZ3 doesn't look so hot.That's weird because the CGI cutscenes in KZ2 were rendered with HDR lighting and looked great. Truth is, KZ2 and 3 would've benefited from HDR lighting just as SF does.
No, on one of their pages in that doc it said "time to say goodbye to point light" or something along those lines, followed by explanation that every light in the engine is now area light. Cube maps and screen space raytracing were for reflections.I don't think so...If I remember correctly there using 3 different types of lights. area lighting, cube maps, and something else.
But it did have to do with the lag.
Yes, KZ2 and 3 are great. But so are C2 and 3. If you want to keep dismissing them it's up to you, it won't change the achievement they are.
FTFY.
HDR helps with precision in lighting calculations. You don't need to add bloom or shiny surfaces to see its advantages. It would have helped a lot with the overblown whites for example.Like that intro scene with Visari speech etc? Well that was some high end CG, so of course it's going to look great, for a number of reasons other than just simple HDR. Personally though I didn't really like the aesthetics of the overbright look of that CG. I don't know, I just think the HDR lighting really wasn't needed for the bleak and desolate atmosphere of KZ2 to look great. Everything there was overcast or otherwise gloomy, so HDR would practically look out of place, but it is definitely part of the reasons why KZ3 doesn't look so hot.
Yeah, I'm not going to address more trolls.C2 and 3 and Ryse all look like shitty tech demos designed by 1 guy in 20 minutes tops.
No, on one of their pages in that doc it said "time to say goodbye to point light" or something along those lines, followed by explanation that every light in the engine is now area light. Cube maps and screen space raytracing were for reflections.
Since their using a deferred renderer, they can make point light arrays that make shapes to simulate area lights.
Like that intro scene with Visari speech etc? Well that was some high end CG, so of course it's going to look great, for a number of reasons other than just simple HDR. Personally though I didn't really like the aesthetics of the overbright look of that CG. I don't know, I just think the HDR lighting really wasn't needed for the bleak and desolate atmosphere of KZ2 to look great. Everything there was overcast or otherwise gloomy, so HDR would practically look out of place, but it is definitely part of the reasons why KZ3 doesn't look so hot.
No, on one of their pages in that doc it said "time to say goodbye to point light" or something along those lines, followed by explanation that every light in the engine is now area light. Cube maps and screen space raytracing were for reflections.
C2 and 3 and Ryse all look like shitty tech demos designed by 1 guy in 20 minutes tops.
Just watched the trailer on my PS3, on my 50" LED....FUCK!
In the tech trailer at 2:06 it shows crates floating in an indoor environment - hopefully this means we'll be going back to a low gravity or zero gravity areas, like near the end of KZ3. That was one of my favourite parts of the game.
I think the most impressive individual part the is the lighting, but the Material Expression at about the 4:00 is amazing too - they've rendered it so well you can tell what material it is just from the look and the textures.
The rain was the one disappointment for me when I tried the demo station at Eurogamer Expo, if they've improved that I'll be very happy! It looked like you were being attacked by minecraft-esque worms falling from the sky.Agreed. I was also extremely impressed by the rain. There is a very brief glimpse of it in the launch trailer where the rain hits the wet ground. It blew me away. Especially after all the complaints the past month, it made it all the more satisfying to see the improvement!
I really miss the old guns
I think it's because the water has lod, i saw the transition in a recent trailer. Look what happens when it gets even closer than the first gif i posted.
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Edit: Sorry for going ot guys. I just wanted to respond to the other dude.
Technically it most probably is, but Uncharted 3's implementation of the procedural physics based sea simulation in actual gameplay is what made it special. I mean this shit is bananas, especially on 8 year old hardware.
http://www.youtube.com/watch?v=_wHn_jZGE7U
I just loaded up Crysis 3 on my computer and replayed the opening level.. I can't believe on that level there isn't a single shadow-casting light.. wtf?? They hid that very very well with the SSAO.. but it's apparent it's already appearing dated compared to games like Metro.. hmmm.
I really miss the old guns![]()
Hey let's see what's going on in the Killzone thread... bet everyone is excited about the game coming out in two days!
Nope! It's a graphics discussion, just like all the other Killzone threads through out the last couple of years! Never 'bout the Game or the Story, just the graphics.
Hey let's see what's going on in the Killzone thread... bet everyone is excited about the game coming out in two days!
*Walks in and sees people bitching about Ryse, Crysis 1/2, BF*
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I just loaded up Crysis 3 on my computer and replayed the opening level.. I can't believe on that level there isn't a single shadow-casting light.. wtf?? They hid that very very well with the SSAO.. but it's apparent it's already appearing dated compared to games like Metro.. hmmm.
Area light in games isn't very impressive nowadays. Since their using a deferred renderer, they can make point light arrays that make shapes to simulate area lights. What they haven't told you is if these area lights cast dynamic shadows.. that's the real expense in lights which is why almost every game doesn't have it.
I just loaded up Crysis 3 on my computer and replayed the opening level.. I can't believe on that level there isn't a single shadow-casting light.. wtf?? They hid that very very well with the SSAO.. but it's apparent it's already appearing dated compared to games like Metro.. hmmm.
We'll see.. I doubt it.
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Can all those predicting diminishing returns eat some crow now? Please?