Recent content by Ron Burgundy

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    Influences of Favorite Console Religion on Game Perception (containment thread)

    I absolutely agree with this. It's always Sony fanboys for some reason. I'm a Playstation gamer but even I see that. Naughty Dog obviously do have some of the most talented artists and programmers in the industry, but not even close to all of them. Some work at Crytek, Dice, Remedy, Epic. That's...
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    The move towards CGI. What consitutes 'the look' and how close are we getting?

    I think physically based shading along with a well implamented GI does well to get that CGI look. If you play The Order 1886 for example, the scene in the ball room, It's as if all the objects blend together more realistically and become part of the environment. Volumetric lighting also helps to...
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    PSX vs N64 graphical look

    Crash Bandicoot 3 has better textures than any N64 game I've seen. Just lacks filtering.
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    Encyclopedia Brown & The Mysterious Case of the PS4 and the Missing Anisotropic Filtering

    At first I thought it was a performance issue. Something to do with the PS4's underclocked CPU perhaps? But then I saw it in relatively un demanding games and it lead me to believe it's a middleware issue. That's the only thing I can think of (that is if it's not a hardware issue). MS kinda has...
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    Best use of global illumination in a game?

    The Tomorrows Children is indeed impressive. But if I recall, DriveClub is using a fully generated volumetric lighting model with real time global illumination. Also, I'm sure that all light sources are dynamic too. The weather system in the game is dynamic and conditions can change randomly. I...
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    Best use of global illumination in a game?

    DriveClub has dynamic global illumination in place. It's whole lighting model is in real time.
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    Best use of global illumination in a game?

    It's supposed to be this sort of thing.
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    Best use of global illumination in a game?

    If that's what you require.
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    Best use of global illumination in a game?

    I would say DriveClub. I feel that dynamically changing GI has only been properly seen in a game with DriveClub. I can't think of any other game with constant condition changes that change and look so realistic. Even a yellow storm cloud illuminates the scene accurately it's just crazy. What do...
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    DriveClub by Evolution Studios [PS4]

    Oh yeah. They didn't say which location they were at.
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    DriveClub by Evolution Studios [PS4]

    Please tell me they will patch in a better AA solution in the future. It just makes me wish it was on PC at this point :(
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    The Witcher 3 : Wild Hunt ! [XO, PS4, NX, PS5, XBSX|S, PC]

    What are the console settings? High? Medium? Any ultra settings enabled do you think?
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    DriveClub by Evolution Studios [PS4]

    This is certainly above Project Cars in sheer visuals. But they are different games. PCars is a sim made for 64 cars on track where as DC is made for 12 cars on track. Both look nice, but in pure graphics tech, DriveClub takes the cake.
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    DriveClub by Evolution Studios [PS4]

    This game has to have the most tech going on in a racer. IIRC, it has real time GI, volumetric clouds, light dffusion, physically based shading, screen space reflections through out. Cars on track made upwards of 260,000 polygons. Dynamic weather where rain looks real, affects driving, fills up...
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    Just how limited is DirectX compared to a console API?

    Yes. That is what I read somewhere too. That Keplar and GCN have GPU features that DX11 can't utilize and doesn't even know exists. Am I to understand that GNM on PS4 utilizes all of these GPU features to boot? Same with Xbox's DX11.x? So what are the main differences with coding for PC (DX11)...
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