You have maybe three games on the list that are not designed around having a room or a corridor you walk down, with pre-rendered resources decorating the hallways.
I mean, you could go into how Metro makes a corridor interesting because it's an actual locked in corridor illuminated by dynamic lighting.
Well, the reality is that developers will choose the corridor design (along with using high-detail pre-renders during cutscenes, when the camera-angle is known - you only render the surface of the face model from one particular angle, and you save masses of polygons), in order to make the surfaces look more polished. But it goes at the cost of that you can't actually be allowed to watch the model from behind, since then the illusion breaks.
But what is proven, over and over again, is that any attempt to focus on other things than the surface isn't appreciated. BF4 is a fantastic example of how that works. DICE have this really good engine they've made several interesting titles out of. The destruction, the vehicles, how things have impact, how the guns handle as if the models hold a gun, rather than that it's a high-res sprite drawn in front of the player. It's all well-known to any fan of the games.
And then they end up with their greatest game yet, according to EA hq (bf4). And they've cut down the physics and simplified the animation work. To get in more surface treatment, and to allow the game's core mechanics be easily optimised to run on, for example, consoles.
Then it's universally hailed for looking "better than ever", thanks to the surface polish. But I suppose it's still not as polished as a fully pre-rendered cutscene in Cod:to the Moon and Back, etc.
This kind of bs actually destroys developers who care about tech, is all I'm saying. Either because talent lose interest, or because of internally lost fights between publishing wings and design. And that has ended several unbelievably good studios over the last 5-6 years.
You chose that, in a sense.
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You don't understand the difference between pre-rendered and real-time. Static =/= pre-rendered. Lack of interactivity =/= pre-rendered. The only thing in games nowadays which is pre-rendered is FMV cutscenes. Everything else is done in-engine by your GPU.
That's like asking why every AAA can't look like a ray-traced Pixar movie that takes days for a massive render farm to finish a single frame. Or why can't TF2/CS:GO/DOTA 2 look as good as in those Source Filmmaker shorts.
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But take Destiny, for example. Whenever a dropship comes in and pass by, this is not actually a full object that's reduced at run-time. Instead it's a shell with pre-made lighting effects that look fairly good from one angle. It appears to you as if it's a completely dynamic element, but the way it appears from distance, and the angle you see it at is controlled and restricted. Same method as "in-game" detail during cutscenes in a very large amount of games, that then disappear once the game gives control back to the player. Tricks like that is how you raise the graphical fidelity now, but it goes at the cost of how dynamic the game is.
So basically, the gun model is cosmetic. And they did that to increase the detail of what you see the most on the screen (at the cost of how believable the animation is). Call of Duty games all have a pre-rendered sprite for the gun that looks nothing like the model the player carries, for example.
But yeah, Project Red and GSC are doing good work, no argument there.
But to take one example that is pretty much public, it's not a coincidence that the Frostbite engine is owned by a separate company from DICE now that DICE is owned by EA. That's how they retain some artistic freedom on how they develop their tech, and through that some independence on the design decisions they can take when developing new games. ..The entire "we[DICE] only make a product for our customer[EA], we have no control over what they do with the game once we deliver as per contract" thing originates from them. -
- Great Wall of Text
- Destiny? What's that?
- CoD uses actual gun models too. Just like every FPS ever after Doom II and Quake. Sprites? ROFL
- I didn't say CoD has impressive graphics. It hasn't since 2007.
- What is this "Project Red" and "GSC" you speak of?
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Not sure why you're annoyed by wall of text, which isn't much actually. And if anything the wall constructor bothered to do it for your questions in the first place.
What it should have been
What we are actually fed with
Due to the simple geometry they can get away with rendering the gun/hand separately and composite it into the final image in 2D. Maybe that's what Nipsen refers to as "sprites"?
GSC = GSC Game World, the guys who did STALKER Shadow of Chernobyl.
Both titles are definitely famous. The studios might be less so though.Last edited: Apr 1, 2015 -
Last edited: Apr 1, 2015TomJGX likes this. -
If we are talking about alternative explanations for the studio names, Project Red could also be a Minecraft mod, and GSC could be Game Stock Car.(Not that those fit the context.)
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killkenny1 Too weird to live, too rare to die.
How did Zhdalker get on the list? I mean, the game was good, after installing like 20 mods (like TES games), but by its own it sucked major balls...
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I mean, it's a good way to describe what kind of priorities certain studios have, when they engage an artist to create standalone sequences for resources with their separate ecosystems in the modeling tool, with static resources and static lighting baked into the sequence. And then create an engine to display these pieces.
Instead of making an engine for displaying the actual models with the engine creating the lighting, with logic of various kinds making changes to it, etc. I mean, comprehensive real-time spline correction isn't going to happen any time soon. But to ignore it altogether? To see developing games as just a very complicated quick-time event?
It's games and it's not important or anything. But the entire thing is kind of offensive. -
And to hide this while make it more annoying, they do no Z-buffer handling whatsoever. You known your 8 feet long sniper barrel is now through the wall but you can't see that. At the same time your enemies can see something popping out from the other side and "blind" head shot you through the wall without you realizing what's happening.
I think this is the standard way (geometry-wise) to do FPS since the very beginning? When did correct animations become relatively popular? -
For this year I think it'll boil down to The Witcher 3 (for its world, environments and monsters), Batman Arkham Knight (for its character models) and Just Cause 3 (for its world and environments).
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killkenny1 Too weird to live, too rare to die.
What I never liked in TW games are animations. They really feel choppy, especially if you compare it to Bioware games. On the other hand story in TW is much much better than in Dragon Age or Mass Erect. Basically it's the only thing I like about TW games.
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moviemarketing Milk Drinker
Most demanding titles of recent years: Lords of the Fallen, Assassin's Creed Unity, Witcher 2, Metro 2033
Most visually impressive (can only comment on games I've had a chance to try): Crysis 3, Dishonored, Far Cry Blood Dragon, Wolfenstein New Order, Skyrim, Transistor, Mark of the Ninja -
All the games I listed, besides wowing me with their technology in some way, were benchmarks in their day, pushing the bleeding edge. Crysis 3 is the perfect example of a game which is both technically impressive and extremely demanding. -
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What about Star Citizen? -
TomJGX likes this.
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I can't think of a better looking game last year (on a technical basis). I don't think Far Cry 4 can compete with Metro Redux. AC: Unity was a buggy mess so I haven't given it much attention yet (I got it free as part of the NVIDIA game bundle last year), but I can't see it beating out Metro Redux. I don't own Shadow Of Mordor yet, so maybe that one is a contender, though it doesn't look all that revolutionary from screenshots and videos. -
Unity was impressive for the sheer scale and attention to detail in that scale, the architecture and textures were amazing. Really fantastic game that was just released too early. Easily one of the best looking games ever released.
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If I absolutely had to pick a game from 2014, it would be The Vanishing of Ethan Carter for its use of photogrammetry to great effect.moviemarketing likes this. -
I think METRO Redux should be awarded for proofing that CPU can effectively manage PhysX effects. That must be the first game where PhysX on strong CPU would be faster than on middle GPU.
moviemarketing likes this. -
Anyway, I think PlanetSide 2 GPU PhysX is a lot more impressive:
Too bad it was permanently removed from the game.Last edited: Apr 2, 2015TomJGX likes this. -
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So the game looks like the "PhysX off" half of the video you saw, minus a bunch of other graphical elements that were downgraded/removed in the name of "optimization".TomJGX likes this.
What was the most technically impressive and demanding game each year?
Discussion in 'Gaming (Software and Graphics Cards)' started by octiceps, Mar 12, 2015.