um? riddick uses its own engine, as far as i know.Yusaku said:Riddick uses the FarCry engine, not Doom 3.
Definitely so, Magnus Hogdahl from Starbreeze has nothing to learn from Carmack. That guy was doing 3D stuff back in 386/486 days with the group Triton, one of the best demo groups of that good old time.epmode said:um? riddick uses its own engine, as far as i know.
Pimpbaa said:Riddick uses the Doom 3 engine? Farcry? Where do people get this so very wrong information?
Blimblim said:Definitely so, Magnus Hogdahl from Starbreeze has nothing to learn from Carmack. That guy was doing 3D stuff back in 386/486 days with the group Triton, one of the best demo groups of that good old time.
tenchir said:Doom3 will have the most technical or correct lighting, but 95% us wouldn't be able to tell the difference(or just won't notice much) between it and the lightings in games like Far Cry, Thief, and HL2.
Yusaku said:No, it's funnier. SH2 is great aesthetically, but we're talking about technical dick-waving here, and it can't compete with Splinter Cell, never mind Doom 3.
bbyybb said:Is everyone forgetting Monolith's F.E.A.R. It had a pretty swank lighting engine.
Cheers,
bbyybb.
bbyybb said:That is a bit of a generalisation there.
Cheers,
bbyybb.
meh, the fill E3 F.E.A.R. vid puts just about everything I've seen on the PC to shame...great lighting, texturing, weapon impact, sound...and its particles are unmatched
dark10x said:Why not explain to me WHY you feel that way? While it is only limited to one light source, SH2 used an engine in 2001 in which all objects were capable of casting soft shadows. Like I said, the vast majority of the games on the PC can't even begin to approach this technique.
Burger said:Why is that, because the PC doesn't have the power or hardware needed, or because there nobody has bothered to write that code for the PC ?
dark10x said:Does it even matter? It's the truth yet the game is getting no respect for what it did...
dark10x said:...but it's from Monolith, so it WILL run like ass.
...and a truly awful framerate. The performance was SLOWER than that Unreal 3.0 demo...
Burger said:I think it matters. You implied that nothing on the PC *CAN* do this, which isn't true.
Halflife 2 has fake soft shadows, Unreal Engine 3 does soft shadows. Theif 3 has soft shadows.
When you take it into context, PC games often run at twice the framerate of a PS2 game, at twice the resolution, with hundreds of megs worth of extra textures, plus extras like anti aliasing and the list goes on.
So SH2 had soft shadows. Did it run at 1280x1024 ? Did it run at 32bit color depth ? Did it use 4x anisotropic filtering ? Nope.
When you have a game like SH2, which for the most part is in the darkness, maybe soft shadows is a cool effect which will add alot to the game, where shadows are very very important. Nearly every other game need not apply. Why take the hit when you don't need the effect.
I've owned every Monolith FPS from the beginning. You didn't even need the most powerful rig to run the game properly. Farcry is a much bigger example of a game needing horsepower to run properly.
dark10x said:In 2001, you weren't going to achieve that on the PC. That's all.
I never implied that PC couldn't do it either, so don't hand me that line. PCs today own the hell out of the PS2 (though your framerate comment is off).
You can't make those shadow comparisons above. HL2 uses standard shadows that have shown up in games for years, Unreal 3 is WAAYYYYYY down the road (by the time we see it IN GAME, SH2 will be at least 5-6 years old), and Thief III absolutely DOES NOT have soft shadows either.
You do realize it is more than just soft shadows that was impressive at the time, right? In 2001, how many other games on any other platforms were using a unified lighting model? How many?
Surely you can understand why I believe SH2 is getting the shaft. The point is and always was based around the release date of September 2001. However, my second point was trying to stress how impressive it was for the time by pointing out that very few PC games actually exceed it (though we all know which titles do).
In 2001, how many other games on any other platforms were using a unified lighting model? How many?
Shompola said:what is wrong with fake soft shadows anyway? It still looks VERY GOOD! Btw did SH2 use REAL soft shadows or fake? because as I understand REAL soft shadows is hard to implement
in a feasable way for complex worlds. I mean look at ray tracers with soft shadow support, most of those use fake soft shadows and it looks great.
The difference between "virtually every object" and "every object" makes a big difference at least for what you've been arguing. And yes, not every object casts accurate shadows nor self-shadows in SH2. That doesn't take away much from its visual accomplishment, but it does mean that shadow implementation was goverened by selectivity like in other games (which limits the technical accolades with which it could be credited).unlike SH2 (where virtually every object in the world will cast accurate shadows).
Tre said:NOLF2 ran at 60+ FPS on my GF4.
The difference between "virtually every object" and "every object" makes a big difference at least for what you've been arguing. And yes, not every object casts accurate shadows nor self-shadows in SH2.
Mustang said:Lighting > Gameplay
You heard it here first.
teepo said:the fact is sh2 can't compete with doom3 or even splinter cell.
and mgs2 did all that shit before sh2 even did. what the big deal.
doom3 >>>>>>>>>>>>> *