AbsolutelyIs that vanilla Crysis?
Were the Crysis games that stunning? I can't seem to even conjure up a screen from them in my head. For some reason they didn't register with me at all. Were they like, technically impressive but lacking in art/design?
Were the Crysis games that stunning? I can't seem to even conjure up a screen from them in my head. For some reason they didn't register with me at all. Were they like, technically impressive but lacking in art/design?
Seems like a very PC-centric list :/
I personally don't think Star Citizen should be counted until it is actually a game. It looks very impressive to me, but it isn't reasonably content complete by any conventional metric...It will be the most technical game released, mainly because it targets far higher specs than any console game. I personally believe devs like ND and Guerrila would output at least as, or more impressive looking games if they targeted equivalent specs...So I attribute its visuals as much or more to having no tech ceiling, then that the devs should get particular praise for delivering higher fidelity visuals than other devs.
It's absolutely not, it's using modded cvars, compared to default there are changes to lighting, gun model, higher foliage density to name a few..All these make for a very noticeable difference compared to vanilla base game. It's also a custom map built to excessively show heavy amount of detail and density, the base game comes nowhere near this sort of density.Absolutely
Horizon for 2017 and it's not even close.
Are you from the future?
At this present, 2017 isn't even halfway over.
Looking at the upcoming games for 2017, it's got more than a good chance.Are you from the future?
At this present, 2017 isn't even halfway over.
Horizon for 2017 and it's not even close.
Looking at the upcoming games for 2017, it's got more than a good chance.
RDR2 could be a strong contender for this year.
And of course Battlefront 2
Eh, I disagree with that having played most of the games those three have produced.
On what planet is RTCW more technically advanced than MGS2 and Rogue Leader?
They are making workflows and tools to produce content on system solar level. Everything they generate must be fully modular and scalable and needs to be able to blend with other assets and technology.I wouldnt say star citizen does breakthroughs in all those areas. Esp not content creation. They do leverage some existing workflows in more expensive ways because of their huge polygon budgets, but nothing groundbreaking though. Its cool stuff, for sure, but I wouldnt say its groundbreaking, thats a bit of a stretch. What do they do with LOD handling that is a breakthrough? (for reference i do work in games with rather technical stuff, i dont pull things completely out of my ass, only partially)
And this is pretty much dissection of every modern renderer and you know it.No, alot of this is stuff i dont exactly have lying around.
this is just some rather basic stuff, but still, there are three parts, a few cool nuggets in there.
http://www.adriancourreges.com/blog/2015/11/02/gta-v-graphics-study/
That one is a poor choice, even if the graphics were among the years best visually. But the games you chose are equally poor. 2001 belongs to Max Payne and Aquanox.
The polygon counts and particle effects in RL/MGS2 were light years beyond anything that anyone had seen at the time. The hilarious face textures alone disqualify MP1. I don't even know what Aquanox is, but looking at screenshots I'm not impressed.
It's absolutely not, it's using modded cvars, compared to default there are changes to lighting, gun model, higher foliage density to name a few..All these make for a very noticeable difference compared to vanilla base game. It's also a custom map built to excessively show heavy amount of detail and density, the base game comes nowhere near this sort of density.
You can make an argument that at the end of the day it's still using stock engine but I'm pretty sure if people had tools to make maps for other games those games too would end up with maps that are more detailed than base game. Still it does not discount the fact that it's using modded cvars.
Point being if you play Crysis on stock v.high it won't look like that.
They werent light years ahead of anything. Max's face dont really mean much at all. Max Payne's engine was so potent it was used in 3dMark 2001 to test video cards. Aquanox was the game used to showcase the new GeForce 3 cards and the engine was made to use its new capabilities. It was so powerful it also birthed a benchmark tool called Aquamark which had its fare share of use at the time whenever videocards were tested.
Some notables ones for me;
MGSV
Unity (PC)
Driveclub
Uncharted 4
GTAV
Virtua Racing
As much as I love DC etc, 30fps can't ever hold the graphics crown.
Snip
Here we go, Crysis 1 maxed out.
https://www.youtube.com/watch?v=UMHgBplll8Q
That's what it looks like, unmodded, using the 1.2.1 patch. The only tweaks used have been to up the AF to 16X as this wasn't available in the in game settings and to force the res to 1900 X 1200.
The flower of 2007 technology. Absolutely insane that this is 10 years old - if it released now people would think it looked fairly decent. Not incredible and the IQ isn't as sharp as it could be but I bet if you forced some downsampling / MSAA onto it it would hold up extremely well. There aren't many other ten year old games which you can say that for.
Sega Arcade was a quantum leap ahead of the rest. Those times where the Arcade experience was unaffordable to get at home.
VF3 came out in like 1996 and even Dreamcast from 1999 couldn't completely match it, despite technology advancing rapidly at that time. Or Daytona 2, its about 20 years old but still looks great.
Y'all are sleeping on racing games. Forza Motorsport 7 on Scorpio, Gran Turismo 7 on PS4 Pro, Project CARS 2 on everything - these games will probably be graphical beasts.
2009 should be Uncharted 2.
Yeah, after 2009 it's pretty much "whatever action game looked the best on PC." AAA has gotten a lot less ambitious with game design I feel.
Anyway, procedurally-generated space games or games in general are an interesting discussion here. Do they actually really push hardware? Or are they just great feats of software engineering? If you mention Elite for 1984 you have to mention Elite II for 1992 (or 1993, I don't remember). Elite II doesn't look quite as nice as Virtua Racing but it accomplished A LOT of what Elite Dangerous and No Man's Sky are trying to do today.
And on that subject, does Space Engine count as a game? Graphically it's not the best-looking but its procedural generation in many ways is far more impressive than what's in Elite and NMS. It's the only one of those games that can handle seamless travel between star systems. It pushes systems pretty hard, but probably because it's not that highly optimized.
Or Crackdown 3. I don't think Crackdown 3 will be amazing graphically, but the destruction will be a huge leap for tech in video games. Not sure if that really fits the thread though but if we're talking tech and not graphics then CD3 has serious potential if it lives up to the hype.
Only downside is it will be limited to MP or online only games and to be honest, outside of MS exclusives I'm not sure if other developers will use it. I mean it was using something like 16 azure servers just for the one multiplayer session, that will get expensive for publishers who don't have their own infrastructure.I certainly hope so.
It has been way to long since Red Faction Guerrilla came out and showed off just how awesome destructibility can be in open world games.
Return To Castle Wolfenstein more advanced than Metal Gear Solid 2 in 2001?
ARMA 2 more advanced than Uncharted 2 in 2009 which doesn't even get a mention?
hmm.
Here we go, Crysis 1 maxed out.
https://www.youtube.com/watch?v=UMHgBplll8Q
That's what it looks like, unmodded, using the 1.2.1 patch. The only tweaks used have been to up the AF to 16X as this wasn't available in the in game settings and to force the res to 1900 X 1200.
The flower of 2007 technology. Absolutely insane that this is 10 years old - if it released now people would think it looked fairly decent. Not incredible and the IQ isn't as sharp as it could be but I bet if you forced some downsampling / MSAA onto it it would hold up extremely well. There aren't many other ten year old games which you can say that for.
RTCW was very impressive but yea MGS2 was pretty mind blowing for it's time considering the hardware.
But Arma 2 is way beyond Uncharted 2 technically.
Absolutely
They are making workflows and tools to produce content on system solar level. Everything they generate must be fully modular and scalable and needs to be able to blend with other assets and technology.
How they generate outpost and locate them on planets:
https://youtu.be/RQLRvB9LAlo?t=1187
How they produce space stations:
https://youtu.be/-c2DogQL95o?t=663
3Lateral tech for facial animation blending:
https://www.youtube.com/watch?v=9R3klQqaR1s
LOD handling
Tracy continued:
"Our graphics programmer out in the UK was really the chief architect of rebuilding and refactoring the CryEngine LOD system, so it worked really well for the Crysis teams because the ranges and things. But like you saw, ranges here are way beyond what Crysis or whatever do. Some of the refactors he's made are making it based less on distance and more on how many polys per pixel you end up drawing at different distances. This has taken a lot of iteration and a lot of work on the asset side and on the programming side to just get that ratio perfect.
Even still, there's a little extra popping on the trees that we're not happy with and things like this [...] but we take that super seriously, because it's jarring when you're flying into an area and everything comes in. We've got the dissolves between LODs, we've got per-pixel how many polys are per pixel, anyway? You can't draw anything more than 4 that's what nVidia is recommending. There are some pretty exciting things that had to change to make that possible."
http://www.gamersnexus.net/gg/2636-citizencon-parallax-occlusion-mapping-sean-tracy-interview
In that interview Sean Tracy also talks about their PADM like technique to blend props with ground.
Remember that they are making a planet that is almost fully covered by city. If thats not edge case for LOD handling, i dont know what is.
Most of heavy stuff releases with 3.0, which we'll be playable for everybody in about 3 months, so i think its completely viable to talk about it, like its launching this year.KKRT00, I'm with you, but I agree with others that it needs to release first. If SQ42 releases this year, it will be the indisputed bar of technical prowess for many years to come. And hopefully it will ignite the ambitions of others to push for grander challenges than the usual cinematic faberge corridors.
CIG colaboration with 3lateral spawned this tech.3Lateral is not Star Citizen, they work with other studios aswell + FACS is rapidly becoming a standard solution for the highend, since its been in games for awhile now. It was groundbreaking when it was introduced, yes.
Yeah, disagree completely. Combing technologies is also making new ground, like Nvidia FLEX is groundbreaking even though it just combines several physics engines.So I think one of the "problems" with how people percieve Star Citizens comes from the fact that people are not used to being exposed to high-end development, so whenever they make a cool solution and say "this is so exciting and new" people go "yay, awesome tech development!" but alot of what they are doing is not new at all.
Its just that most studios dont talk about it in videos aimed at gamers. Star Citizen do alot of new things, but the main thing they do is not that they make tons of NEW things, its the fact that they have to combine together so many existing things (most time in making games is not coming up with new shit, after all)
I never heard about it before, are you sure its common? I would like to see some examples.For example the LOD stuff. Dissolving between LODs (screen door fade as its commonly known) has been in games for quite some time. The first time I remember seeing it was when i was working on Far Cry 3 and they added it to the engine. I know UE3 also had it. Doing LOD based on triangle density automatically is also quite common, I have worked with various solutions of that in many games. Do they face challenges with Star Citizen? Yes. Is any of what they mentioned groundbreaking? No. As an example GTA 5 that I mentioned earlier do some very clever things in that regard (i read one tech article on it way back, that other one was the only one i found after a quick google)
Procedural generation and modular generation of assets is not new of course. Making it combined, with all the other systems they have in place, like whole Item system 2.0 and with procedural placement, connecting it missions systems, making it part of biomes generation etc is new, because it was not done in such a degree previously.Other games might have already taken those technologies alot further, but just didnt talk about it yet (or ever, since most studios dont explain this stuff), and might ship before Star Citizen anyway.
Most of heavy stuff releases with 3.0, which we'll be playable for everybody in about 3 months, so i think its completely viable to talk about it, like its launching this year.
CIG colaboration with 3lateral spawned this tech.
Yeah, disagree completely. Combing technologies is also making new ground, like Nvidia FLEX is groundbreaking even though it just combines several physics engines.
I mean your previous example with GTA V is exactly that.
I never heard about it before, are you sure its common? I would like to see some examples.
Procedural generation and modular generation of assets is not new of course. Making it combined, with all the other systems they have in place, like whole Item system 2.0 and with procedural placement, connecting it missions systems, making it part of biomes generation etc is new, because it was not done in such a degree previously.
Most does thing to create assets that then are placed manually and they have gameplay systems individually setup etc, you cannot do it on planetary or solar system level.
I haven't looked at either game in a while but MAYBE you could have a discussion comparing the two in terms of raw graphics. Arma 2 kills it in regards to other tech things like AI, simulations, and the scale of the world while still looking pretty visually ambitious for its time. Arma 2 just has really bland art direction.
Not sure if I agree with putting Doom 3 above Half-Life 2. Sure the shadows may be more advanced, but the models and geometry are very blocky and simplistic. If you play them today, HL2 holds up much better.
It's utterly ridiculous how far ahead of its time Crysis was. 2007. This game is TEN YEARS OLD.
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It's utterly ridiculous how far ahead of its time Crysis was. 2007. This game is TEN YEARS OLD.
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