And I'm still sad. HDR isn't immediately visible. An image with detail and contrast can be LDR or HDR, you can't tell that easily. Is the Beyond3D forum HDR because it has full white elements in the background and "almost washed out" fine detail in the outer border? Of course not. It's in a standard LDR colorspace. It's not dynamically tone-mapped either. Same story for that video.
I'm guessing the bright yellow ground texture is what gets you all excited, but it's just a static texture. There's no sign for HDR behaviour anywhere, no dynamic tone mapping (retina sim etc), not even the usual, terrible, unrealistic fuzzy glows around full-bright objects. Nothing.
It's a texture and it's pretty bright. That's all.
I disagree, as HDR is clearly visible in
2:40, 2:55, & 3:06 of the montage video. LDR does not incorporate any bloom lighting, which is as we both know is a key component of HDR & that the Wii can handle this effect very easily. Its implementation is subtle,
clearly not as pronounced as RE5 to be sure. The bleeding, unrealistic fuzzy glow you speak of can also be replicated by bloom lighting, & the halo effect is not necessarily always the hallmark of HDR.
Iirc tone mapping can also reduce HDR's luminosity, & it may not always be readily visible in the image, scene, etc. Particularly in well-lit areas, so as to produce a more uniform & natural look. Though the details in both darkness & light are preserved. If these were claims made by an american developer, I would take them with a grain of salt. Japanese devs. however do not typically tout features which are not there. Along with the trailer as visual evidence, it is there albeit subdued in comparison to RE5.
Dr. Evil said:
Hmm I would think it can make fairly large difference, when the developers know exactly what is drawn on the screen, that is somewhat similar to real time cutscenes.
Normally I would agree with you but the LOD in the surronding props, certain indoor areas, & relatively low-poly repetitive zombie models simply do no reflect this. You have pointed out the very aspects in this game where theoretically it should be excelling, it should indeed look very close to real-time cutscenes, but the visual evidence is just not present. Certainly nothing has been shown to indicate that this could not be done in real-time on the Wii, I have admitted that some aspects pale in comparison to RE4. (certain model types, water, etc.)
thundermonkey said:
Then again I don't agree that it looks low poly like I read earlier in the thread either. The zombies don't have as many polies, but Krauser looks a lot more detailed then Leon in RE4.
Yeah, it appears they even added a texture layer to his shirt.
Refreshment said:
Comparing it to the the swamp scene from RE4, since its the closer scenario that both games share you can see that this one has:
-Doesnt seem to be letter boxed. Correct me if im wrong please.
-The geometry detail seems higher.
-Richer texture variety.
-Full character shadows, remember RE4 used blobs (sp?) for enemies and blured ones for main characters (IIRC).
-And of course the "HDR" effect. Think its the first of its kind in game on GC/Wii hardware.
-But, i haven't seen a high amount of enemies been displayed at the same time, like RE4 does. I.E. In the first village level RE4 manages between 19-21 enemies without dropping the frames significantly. (3 Body types, 5 Heads, etc)
Question to Li MU Bai. Where's the global illumination implementation in the game? Very interested on this one.
You're correct, RE4 wasn't
true widescreen. The geometry is definitely hgher, particularly what appears to be some sort of massive greenhouse at
2:57-58 in the montage video. I haven't seen the same amount of zombies either, given the fixed lens this should not have been a problem. The shadowing system is much more robust, it seems that almost everthing casts shadows. Structures, awnings, etc, as this was definitely lacking in RE4.
(inconsistent to no shadowcasting at all at times) The textures are indeed richer & more varied. Where global illumination is being implemented in the game I do not know, this quote is directly fom Cavia's Noguchi-san. Given how computationally taxing this would be, I suspect that the fixed camera may come into play here. Perhaps since you are being constantly guided (& scripted) certain areas or rooms' geometry can be more easily blended w/precalculated g/illumination computations perhaps? I'm interested in how this will be done as well.