Come on, you surely follow PS3 exclusive threads better than most, how come you don't remember?Link to document or video then I will be happy.
I didn't say you had.I haven't posted any videos.
Nice, I like the lighting in Crysis too. Too much realism is a little boring though.But besides scene lights you got bullet lights, impact lights and sparks casting lights.
Actually, bullet hitting metal and causing sparks is not realistic at all.Too much realism is a little boring though.
http://mythbustersresults.com/special7Actually, bullet hitting metal and causing sparks is not realistic at all.
http://intuitor.com/moviephysics/
It's extremely improbable as it says in your link.
Come on, you surely follow PS3 exclusive threads better than most, how come you don't remember?
http://www.myfreeps3.net/ps3-news/643/the-most-light-sources-in-one-killzone-2-scene-is
You know it's not like all those lights shade a single pixel at the same time.
It's not that expensive for a deferred renderer.
I didn't say you had.
Nice, I like the lighting in Crysis too. Too much realism is a little boring though.
More importantly, it's clearly doing the wrong trade-offs.
OK you don't trust the magazine, maybe you should trust yourself, here is one of your comments on the topic:Thanks for the link but where is the link to GG document/video, not some fan site article.
Barking up the wrong tree. You wanted a number, got one, move on.Also "it’s revealed that there are an incredible 350 light sources in one Killzone 2 scene". In one scene, one. We dont even know peak for C2.
Talk about personalisation. For the record though, I don't know what you are talking about, I know I frequently comment about your posting habits, but it's not a disagreement just an observation.And lets not go personal again. I do remember you directing a lot of personal posts/comments against me when in disagreement, wasn't that how you earned your tag?
kKeep it mature and to the point.
OK Let me know when you count all those.Indeed and since C2 also has deffered renderer it is with numbers one can estimate how they fare against each other. Factoring in scene, weapon bullets, GI IL, sparks, explosions etc and using fair comparision pics.
Oh OK, didn't fully understand that part as "your prodigy" in Google only listed some pop-punk techno band.
Doesn't mather, this isn't about art this is about technical merit. Thats what this thread is for. I see Shifty already adressed that point, good.
Whatever Crytek did was just not as effective as whatever GG did on a console.
OK you don't trust the magazine, maybe you should trust yourself, here is one of your comments on the topic:
http://forum.beyond3d.com/showpost.php?p=1276008&postcount=595
Barking up the wrong tree. You wanted a number, got one, move on.
Talk about personalisation. For the record though, I don't know what you are talking about, I know I frequently comment about your posting habits, but it's not a disagreement just an observation.
After those I remember you toned it down significantly, until recently I suppose.
OK Let me know when you count all those.
Crysis is probably using less lights because of the dynamic GI. At least that's how it works in offline CG, no need for a lot of manually placed stuff because the indirect will be enough.
So the article doesn't say they're DYNAMIC lights. Could be lightmapped then.OK you don't trust the magazine, maybe you should trust yourself, here is one of your comments on the topic:
http://forum.beyond3d.com/showpost.php?p=1276008&postcount=595
Barking up the wrong tree. You wanted a number, got one, move on.
A light that you see for like 3-5 frames isn't as important for actual gameplay experience, it only matters for people arguing over screenshots
And bullets? Seriously? For stuff like plasma shots in Halo that travel slowly, OK use a light source, but for bullets, really?
Since most people think KZ3 has better graphics and effects than C2, I think that debate is settled. Whatever Crytek did was just not as effective as whatever GG did on a console.
The strength of what C2 does (among many other things) is in finally allowing fully destructible environments. No baked solution can provide anything more than typical limited and/or scripted destructible sets.