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Old 17-Jun-2010, 18:55   #26
Ruskie
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Originally Posted by ultragpu View Post
Problem is the end product doesn't, not even close. Texture variation is there but sharpness is another thing. Besides it takes a lot more than just some nice looking textures nowadays, dynamic lighting, shadows, special effects, particles, what not and I don't see Rage is the best in most of those categories.
You still continue with this...RAGE has amazingly detailed world,with great textures and their variety.It has very impressive animations,it runs at 60 fps,it also is quite an open game and on top of that effects that i saw look really great.It does not go for particle effects like Crysis or KZ3 but it manages to look just as compelling as them to majority of people.I dont remember UC2 having some fancy particle effects like KZ3 but it surely was remembered as fantastic looking game,and thats most because of fantastic textures.Remember,we still havent seen it in HD.Anyway...whats more technically impressive than having this kind of game running at 60fps on consoles and yet so visually impressive?Not many game do it and since RAGE frame time budget is twice less than that of 30fps technically more impressive games i dont see how dont you find this impressive?As i said,pre baked or not what you are looking at your screen is what counts and i would not be surprised that RAGE gets most of awards at E3 for its visuals.
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Old 17-Jun-2010, 18:58   #27
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Mixed feeling after watchnig two different videos. While the texturing, the scale and the butter smooth 60 fps animation are AMAZING, the lighting, the modeling (the weapons and the ennemies) and the lack of effects (post-processing, dust...I don't know) are average...
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Old 17-Jun-2010, 19:05   #28
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It looks really good for a 60fps game and it's graphics are like a little nudge below the top 30 fps games imo. It's make me more interested what they can do with doom4 running 30 fps and more corridor like gameplay. Not sure if i get it right but having smaller level doesnt you can put more details on the mega textures?

Just hope they can get the ps 3 version to work good.
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Old 17-Jun-2010, 19:28   #29
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Everything is prebaked, nothing technically impressive here.
Yeah, like Uncharted 2, everyone thought it was quite average looking right?
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Old 17-Jun-2010, 19:45   #30
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It would not look right as in perspective correctness aswell as for example a tree shadow wouldn't fall onto object in it's projection path nor any selfshadowing. So in the end it would be pretty pointless for anything but moving objects like characters which benefits from it becouse the shadow makes it look like the character is connected to the world/ground.
Not sure I understand. In the play video, when he steps inside the shack there is a light projecting a shadow from the NPC onto the furniture in the room. I believe he's standing beside a fridge? I can't watch the vid at work. I thought the dynamic shadows were all shadow maps. Is there something about megatexture that limits their use?
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Old 17-Jun-2010, 19:54   #31
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Not sure I understand. In the play video, when he steps inside the shack there is a light projecting a shadow from the NPC onto the furniture in the room. I believe he's standing beside a fridge? I can't watch the vid at work. I thought the dynamic shadows were all shadow maps. Is there something about megatexture that limits their use?
Ok I was thinking about projected shadows like for Max Payne 2 and older games which has sharp well defined shadows but they are just a projection and no depth and dont fall onto objects.

But anyway I dont see why MT would limit shadow use or method.
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Old 17-Jun-2010, 20:43   #32
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RAGe HD gameplay video/interview.

http://e3.g4tv.com/videos/46674/E3-2...mo/?quality=hd
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Old 17-Jun-2010, 21:49   #33
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Well I think it looks fantastic. My jaw literally dropped when I saw the game in action. It's amazing that they can maintain 60fps.
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Old 17-Jun-2010, 22:05   #34
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Looks great, especially considering the framerate. If it weren't for the framerate, though, I would be a lot less impressed. But considering it's 60fps, I think it looks great.
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Old 17-Jun-2010, 22:10   #35
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I just love how they've dared to ignore the ironsighty industry trend and kept their old school fast-paced gunplay. But with a melee attack on top cause that's a really good invention. Oh and no "2 guns at one time" realism either.

With 60fps speed and the controller responsiveness it allows, they're pretty much in a league of their own in online multiplayer - noone else does it all or has enough time to catch up. If they don't f*** up, they're gonna seriously distrupt the online FPS gaming community.

(Although there's a small chance that the fast paced gameplay will only work for really good and skilled players...)
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Old 17-Jun-2010, 22:25   #36
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I'm fairly convinced on the tech, but I feel that it's been used on the wrong type of game for me. I'm getting so tired of great tech being used for rendering ugliness in more detail! Also, right now they manage to have a lot of enemies looking exactly the same. In this environment, that stands out a little more than normally - other games have used nice things to randomise character looks a little and this game could really use some of that.

I'm also strangely getting a lot of Space Quest III vibes here, perhaps because the world does look a little plasticy, and am thinking that its story could probably be recreated in this planet effortlessly, but with the side effect of having a completely open world. I'm somehow still looking forward to something like that - take GTA IV engine and even world, but put Leisuire Suit Larry I through III in it. Would love it, pay full price for both.

Good tech though, and glad it's there. Another thing I'm now worried about though is that it is particularly useful for types of games that take forever to make, so it could take a really long time before we see something else using it. I'm hoping for Bethesda to do it first. From what I've seen in the video, it does seem that they may have solved some of their transparancy issues? (I saw some nice flowers, light effects) That's pretty important, if true.
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Old 17-Jun-2010, 22:33   #37
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They are randomizing enemies, I remember screenshots with mutant variations. We need a direct feed version...
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Old 17-Jun-2010, 22:53   #38
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Originally Posted by Laa-Yosh View Post
They are randomizing enemies, I remember screenshots with mutant variations. We need a direct feed version...
Ok. I just noticed in the gameplay here that there were dozens of guys getting shot looking exactly the same (white robed whatevers)
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Old 17-Jun-2010, 23:02   #39
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They're the same bandit clan, so they should dress similarly. But don't tell me that you could make out their faces with this compression
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Old 17-Jun-2010, 23:08   #40
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Originally Posted by Laa-Yosh View Post
They're the same bandit clan, so they should dress similarly. But don't tell me that you could make out their faces with this compression
Maybe not their faces, but everything about them looked the same, height, weight, girth, etc. Well, this game won't be out this year, so I'm in no hurry to judge this small part of the game. Just thought it stood out, somehow.
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Old 17-Jun-2010, 23:13   #41
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I thought they were clones too, much like Borderlands.
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Old 17-Jun-2010, 23:24   #42
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They are randomizing enemies, I remember screenshots with mutant variations. We need a direct feed version...
Coolest thing i heard about enemies/Ai was that different gang/tribes have different Ai behavior. The G4 enemies could climb walls and use other things like waterpipes and stuff to approach the player. The talk about a gadget heavy gang/clan of bandits hope we get more info on Gamescon in august. E3 this year was kinda lackluster for the core gamers because motion games were casual, nothing was shown about core implementation on a big scale except maybe that sorcerer(potential Harry potter game?)game.
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Old 17-Jun-2010, 23:25   #43
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In the G4 video, he says that there are several different clans/enemies throughout the game. With that in mind, and from what we saw, it seems like there will be similar looking enemies on screen at any given time, but you will encounter several different enemy types.
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Old 17-Jun-2010, 23:25   #44
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Scaling up and down character rigs and maintaining proper ground contact with their feet (no sliding) isn't easy. Would require a lot of runtime processing, IK, and so on.
They also need to keep the same skeleton for as many characters as they can to reuse animations and reduce memory consumption.

So there isn't much room for variation in terms of proportions and general build. Fat people in Assassin games look silly because of this, and notice how there aren't any children either. What id can do is mix outfits and heads, and I still recall screenshots that had just that...
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Old 18-Jun-2010, 02:40   #45
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Originally Posted by Nebula View Post
It would not look right as in perspective correctness aswell as for example a tree shadow wouldn't fall onto object in it's projection path nor any selfshadowing. So in the end it would be pretty pointless for anything but moving objects like characters which benefits from it becouse the shadow makes it look like the character is connected to the world/ground.
Aye, if the position of the sun isn't going to be changing during parts of the game, there's no reason to use dynamic shadows over prebaked, unless you just like wasting rendering cycles for no reason. At least for static geometry.

Regards,
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Old 18-Jun-2010, 04:27   #46
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Yeah, like Uncharted 2, everyone thought it was quite average looking right?
How is Uncharted 2 all prebaked, many times you see shadow casting lights in the game but that's derailing.
Anyway my beef with rage is pretty clear at this point, back in the days of Doom3 and half life 2, I've always favored the former greatly due to the lighting system even though the baked radiosity in HL2 looks quite nice as well. That's why I'm holding a grudge against id for going to that direction now.
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Old 18-Jun-2010, 06:07   #47
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How is Uncharted 2 all prebaked, many times you see shadow casting lights in the game but that's derailing.
Both U2 and RAGE use lightmaps (and both prebake their environment lighting).

Not casting shadows doesn't make the RAGE lighting non-realtime. For example, Doom 3's lighting was fully realtime, but not all lights casted shadows.
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Old 18-Jun-2010, 06:55   #48
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Shouldn't use phrases like "best graphics this gen" because you'll bring out the usual suspects and pissing matches.

But, yeah, it's looking good. If the gameplay is as good as Borderlands, I'll be all over this.
I think Brink has good chances of having better gameplay, their jump/interaction system is a great way to add new tactics and may give better options to a more dynamic combat/situation.
Not sure about the specialization players can have though, seems there are only 2 basicly, either heavy gunman, or stealth/spy.
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Old 18-Jun-2010, 09:54   #49
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Best quality finds I can find so far:

http://www.gametrailers.com/video/e3-2010-rage/700655

I like how the buggys leave marks in the sand..gives me motorstorm vibes

http://www.gametrailers.com/video/e3-2010-rage/700653
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Old 18-Jun-2010, 10:59   #50
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Looking at the videos I can't help but feel that this is one of those games which would completely benefit from MLAA due to its already smooth/painted look. With barely any cons, considering how the game is filled almost completely with big objects that won't cause the issue with sub pixels
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