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#726 | |
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Join Date: Aug 2011
Posts: 202
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#727 |
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Member
Join Date: Jun 2012
Posts: 265
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I know, but the dynamic ones had the correct color, they shadowed the direct term only and left the GI componet ( also baked ) unshadowed. They merged correctly with the environment baked ones, so there was no doubleshadowing, and the characters did receive shadows from the env. too. It was not a global shadow buffer as most games do, but it allowed simmilar results, without many of the artifacts assossiated with realtime shadows.
Still, many areas had the old modulated ones that are ugly, and I just can't believe how many times I saw the guns cast a shadow separated from the character holding it, and it created a very ugly double shadowing thing, that was probably also more costly memory wise. |
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#728 |
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Member
Join Date: Mar 2012
Posts: 801
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#729 | |
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Member
Join Date: Dec 2006
Posts: 330
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It's all preference, though. |
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#730 | |
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Senior Member
Join Date: Mar 2010
Posts: 1,278
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#731 |
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penguins
Join Date: Feb 2004
Posts: 13,978
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Particles look fine?
http://www.youtube.com/watch?v=7aoJMAMR038#t=3m54s Reach plasma grenade: http://www.youtube.com/watch?v=0AVL0yRWo44#t=34s
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#732 |
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Junior Member
Join Date: May 2010
Posts: 27
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http://img-fotki.yandex.ru/get/6420/...ab6ca_orig.jpg
http://img-fotki.yandex.ru/get/6420/...77375_orig.jpg http://img-fotki.yandex.ru/get/6521/...f730a_orig.jpg http://img-fotki.yandex.ru/get/6520/...5ae22_orig.jpg http://img-fotki.yandex.ru/get/6420/...c911e_orig.jpg http://img-fotki.yandex.ru/get/6422/..._94c04f95_orig http://img-fotki.yandex.ru/get/6620/..._63af3114_orig Last edited by Sh1nn; 14-Oct-2012 at 14:35. |
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#733 |
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Member
Join Date: Apr 2004
Location: Australia
Posts: 2,342
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Those shots look kinda blurry are they not? The FXAA used here is really aggressive.
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#734 |
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Senior Member
Join Date: Mar 2010
Posts: 1,278
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Looks like that. Although, I won't judge until I see it on my TV. ME3 has very sharp look, but once you are moving the entire picture is crawling with aliasing. MP3 in comparison looks much better even though its slightly blurrier when looking at direct feed stills.
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#735 |
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Member
Join Date: Aug 2011
Posts: 202
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The pics also look more compressed (And washed out) on the capture compared to the first one inside the ship. Maybe component capture?
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#736 | |
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Junior Member
Join Date: Apr 2010
Posts: 73
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Anywho, take a look at this screenshot from Halo 4 (no spoilers, environment already revealed) http://img-fotki.yandex.ru/get/6420/...ab6ca_orig.jpg and compare that to the opening scene from Winter Contingency (first Reach level). The difference really isn't as big as most people make it out to be. Having said that, Halo 4 does look better than Reach, but people act as if Reach is an early gen title compared to 4. Give Reach some credit, it's still visually, technically and artistically great game. |
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#737 |
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Member
Join Date: Mar 2012
Posts: 801
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http://img-fotki.yandex.ru/get/6420/...ab6ca_orig.jpg
Looks really good to me. Edit: I guess nobody is saying that Reach looks like a 2005 game, Reach looks really good. What people say is Halo 4 looks better, good IQ, 720p, better lighting, better animations, etc. |
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#738 | |
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Member
Join Date: Dec 2006
Posts: 330
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Quote:
http://youtu.be/b1qa4fcqBxY?t=41s The particles in Reach look more dense. The explosions kick up chunks of dirt, dust, and they collide with the environment (somewhat). Edit: Looks like Halo 4's particles have some sort of collision detection as well. |
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#739 |
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Senior Member
Join Date: Aug 2010
Location: Ohio
Posts: 1,338
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#740 | |
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Member
Join Date: Apr 2004
Location: Australia
Posts: 2,342
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#741 |
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Member
Join Date: Apr 2004
Location: Australia
Posts: 2,342
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I thought they're from the same source as this one which is what they claim to be directfeed captures. Maybe the outdoor scenes look blurrier due to weak AF? http://img-fotki.yandex.ru/get/6522/...d9f2a_orig.jpg
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#742 |
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penguins
Join Date: Feb 2004
Posts: 13,978
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Weak texture filtering isn't going to blur the whole screen. There's not even any long walls at oblique angles to judge the texture filtering in that screenshot. There's quite a bit of compression artefacting in the darker areas, so maybe you should just wait for uncompressed (or the game) if you're that worried.
They reduced the radii of lights. If you go to 3:47 you can clearly see the light emission from the plasma. For whatever reason, the replay cam at 3:50 didn't show the same effect. *shrug* Maybe it's a bug - dunno why the same scene would replay differently.
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#743 |
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penguins
Join Date: Feb 2004
Posts: 13,978
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Bitching about the engine aside, there's a new ViDoc with a lot of footage:
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#744 | |
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#745 |
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member
Join Date: Feb 2002
Posts: 7,484
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You guys clearly don't understand the issue here. This is Halo and it's not running on a PS3, so it's obviously not allowed to look good. Something has to be seriously wrong with the graphics, it just takes a little effort to find it and point it out for everyone to see.
On a more serious note, I checked Corinne Yu's twitter and she sort of hinted at H4 using an energy conserving shading model. As far as I know that requires a linear lighting model and thus HDR rendering. Oh and ever since the game's gone gold, she's been at work taking the engine apart
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My opinions do not represent that of my employer blah blah etc. |
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#746 |
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Artist formerly known as Acert93
Join Date: Dec 2004
Location: Seattle
Posts: 7,698
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Why would she be taking the engine apart...
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"In games I don't like, there is no such thing as "tradeoffs," only "downgrades" or "lazy devs" or "bugs" or "design failures." Neither do tradeoffs exist in games I'm a rabid fan of, and just shut up if you're going to point them out." -- fearsomepirate |
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#747 |
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member
Join Date: Feb 2002
Posts: 7,484
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She wants to make it better, obviously
For example, this one I understand: "Excitement I feel moment Halo goes gold is I get to tear code apart and do serious work.I am more eager to stay late after gold than before" This one not so much: "I am tempted to rewrite facial animation solver as computing all covariance in bignum arithmetic as covariance is big decrease in precision." I only have some very rough idea about what this means, and most of my work is facial rigging nowadays. It really is some high level stuff, the image based facial capture in Halo 4 seems pretty close to movie VFX quality.
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My opinions do not represent that of my employer blah blah etc. |
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#748 |
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Member
Join Date: Apr 2004
Location: Australia
Posts: 2,342
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#749 |
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Member
Join Date: Dec 2006
Posts: 330
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#750 |
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Member
Join Date: Mar 2012
Posts: 801
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Animations are great:
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