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Irritant wrote:This thread is LMAO.
Show me screens of things looking technically better than Rage, or stfu.
http://xbox360media.ign.com/xbox360/ima ... 036906.jpg
I don't know about you, but that's pretty ugly.
If you notice, most of the screenshots are close-ups on the characters or the camera is pulled far away to show the landscape.
This doesn't look impressive, a game from 2006 could top this, easily.
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Feared - Posts: 95
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- Location: Wylie, TX
Feared wrote:Irritant wrote:This thread is LMAO.
Show me screens of things looking technically better than Rage, or stfu.
http://xbox360media.ign.com/xbox360/ima ... 036906.jpg
I don't know about you, but that's pretty ugly.
If you notice, most of the screenshots are close-ups on the characters or the camera is pulled far away to show the landscape.
This doesn't look impressive, a game from 2006 could top this, easily.
1. IGN has never, in my experience, had good looking screenshots.
2. Rage on the 360 is going to look worse than Rage on the PC and PS3, Carmack said it in some interview.
Ken Thompson wrote:One of my most productive days was throwing away 1000 lines of code.
Get off my lawn!
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dreadlorde - Posts: 268
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The point is that megatexturing multiples the man-hours required to make a map by so much... with Bethesda making RPGs with large open worlds, I don't see how they could use it. (Never mind the disk space it would require.)
F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
- Sajt
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The point about Rage though is that it's got fully unique texturing. That's really going to take some beating, and definitely represents the Next Big Thing in 3D graphics. Notice also that it doesn't overdo either HDR nor bumpmapping. Those previous shots are definitely pretty, but they're nothing that can't be done with current (or even previous) gen technology but with the HDR and bumpmapping dialled up to the max. Nothing too special in other words. Grind out the code, refine the algorithm, increase the precision, add more polys, cater to the mindless masses who just want to see the bumps and want to see the bright colours, Bob's yer uncle. Where's the technical innovation in there?
Hopefully we're getting near a stage where both HDR and bumpmapping start getting the same treatment as coloured light did a decade or so ago, and game developers realise that they're been overdoing both and that maybe more subtle tones and effects are really best.
Hopefully we're getting near a stage where both HDR and bumpmapping start getting the same treatment as coloured light did a decade or so ago, and game developers realise that they're been overdoing both and that maybe more subtle tones and effects are really best.
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
We knew the words, we knew the score, we knew what we were fighting for
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mh - Posts: 2292
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Those Crysis shots are nice and all, but I find these to be better, IMO.
http://ve3d.ign.com/articles/news/55895 ... creenshots
http://ve3d.ign.com/articles/news/55895 ... creenshots
http://red.planetarena.org - Alien Arena and the CRX engine
- Irritant
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It's up to the artists to make it look pretty. Most engines nowadays are very similar in graphical power. It's the art direction that makes it shine. I'm sure nobody over at id/Bethesda is having a headache over implementing excessive HDR, bloom, or even AO into their engine. Megatexturing is a big feature. I really doubt the entire world will be populated by completely unique textures, probably more like the world be textured with tiled textures and touched up with lots of detail later. I don't see it increasing the time it takes to make a map; it's not like their forced to utilize it, but imagine how much more precision they can get by simply painting on fake shadows or chipped paint.
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Downsider - Posts: 621
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Downsider wrote:It's up to the artists to make it look pretty. Most engines nowadays are very similar in graphical power. It's the art direction that makes it shine. I'm sure nobody over at id/Bethesda is having a headache over implementing excessive HDR, bloom, or even AO into their engine. Megatexturing is a big feature. I really doubt the entire world will be populated by completely unique textures, probably more like the world be textured with tiled textures and touched up with lots of detail later. I don't see it increasing the time it takes to make a map; it's not like their forced to utilize it, but imagine how much more precision they can get by simply painting on fake shadows or chipped paint.
i totally agree. crysis 2 looks awesome because it's not shit colored (AGAIN). well, it's not flat either. in the end i'd rather play l4d because it's just fun
- hondobondo
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