I'm going to assume you didn't play the demo because none of what you describe effected my game playing.
I also think you greatly exaggerate what is poor.
Assuming I didn't play the demo
or or didn't see the demo being played means you think they were made up. If these issues do exist, how does physically having the controller in my hand change what I see? Another way of saying this would be as follows. If I can see issues happening, holding a controller changes nothing. This is why videos are such strong evidence.
I believe his point was there isn't any point in using performance saving techniques when you're not rendering in real time. Offline rendering can afford to go balls to the walls.
What you're saying here makes no sense.
I know exactly what his point was. It seems you just couldn't absorb my point. I will break it down for you, so it makes more sense to you. Other games are using the very same technique he says is too expensive for console games. That means his explanation does not absolve him from my original statement/point.
Below average compared to what? If they can iron out some small issues, the game could be in the top tier of graphics for a console shooter. I thought the game was gorgeous even in the demo.
It's below average compared to 1st party exclusive offerings. Do you think you could logically argue how Crysis 2's animations, texture filtering, physics, streaming, dynamic lights, AA, geometry, characters on screen, draw distance, gun models, etc are near Killzone 3's? If so, I would love to hear it. Of course, Killzone 2 or 3's lighting isn't near Crysis 2, but that's mainly it. I'm only talking about the MP of each game. Since you wanted to know "compared to what", you have it.
If you just compared each system/feature separately, do you think Crysis 2's animation is different from the first round of launch games on consoles? If so, tell me about it. The same goes for the 6 vs. 6 MP. Please come up with something better than the "6 vs. 6 is the perfect MP gaming size" line from years ago. The same goes for the AA in Crysis 2.
Also, things can be scaled back for reasons other than processing power, memory is likely as big (if not bigger) of a factor for them.
Whatever the technical issue, memory or processing power, all these other systems/features are scaled back to such a degree in a lot of games. That's the point. If drastic scaling back of these systems/features wasn't for the lighting, what was it for?
Why not wait until the final game is released before assuming so much about it? If the past Crysis games are anything to go by, the campaign should look a whole lot better than the MP.
Hey, I'm just looking at the MP and comparing it to other MP experiences. That should be completely fine. I'm not comparing MP to other game's SP experience or anything. I tend to be fair about these things.
what? you act as if the demo was affected by this issue. they did not affect the experience in any way as it looked great and played excellent if you like that kind of game. AND this is not the final product nor is it Single player. Even the other map looks much better.
You appear to be pointing out things that you read or heard because I do not know how you can list those as game breaking mis-prioritizing of resources. especially when it's been pointed out that the lighting solution you are complaining about takes relative little resources.
When you have an enemy of in the distance behind geometry that hasn't popped-in yet, how do you see him/her? That's a graphical
and gameplay issue, is not not? Unless the defintion of a gameplay issue has changed in the past couple decades, that would be a gameplay issue.
Why would I point out something I heard or read about, when there are plenty of X360s and videos around? How does that make sense? Again, if the lighting system takes so little resources, it strengthens my argument. It doesn't weaken it in the slightest.
There are no lighting changes in the Crysis 2 demo either, so let's not jump to conclusions here. Also it's a baseball game with realtime global illumination, which probably means it's dynamic, otherwise why even bother?
+1