I don't know what you want me to look at in those videos.
I want you to look on particles.I don't have Halo 4 but it's pretty clear in this video that plasma particles are casting lights just like in Reach.
I don't know what you want me to look at in those videos.
I want you to look on particles.I don't have Halo 4 but it's pretty clear in this video that plasma particles are casting lights just like in Reach.
I admire your patience for answering to him when it's very obvious that the guy is on a mission ....
I think it's safe to say DF is not the be all and end all tech analysis detective since it's pretty obvious we can spot tons of things that they have missed, or? But I always give credit to where it's due, I still humbly appreciate their effort for the analysis and what not.intentionally not to cover
That said, I'm surprised people are acting rather sarcastically towards KKRT when he's the one who's actually trying to be objective here by pointing out the facts for discussion.
Yeah, the prebaked environment shadows are disappointing Especially the Jungle level looked very dated compared to today's standard, it should not be hard for DF to pick out the completely prebaked tree shadows or the non interactive vegetation when you walk pass them.
The way I see it, Halo 4 traded in a lot more tech features than Reach but gained more with superior art and design, thus "appears" to be better looking overall.
Yup majority of games go for prebaked environment shadows or a mix of prebaked and real time, games like Uncharted, Farcry and Crysis that use 100% or close to 100% realtime shadows are far and few.
Really? You don't even try to hide it anymore, do you?
Is UC close to 100% real time? I thought it was a mix of baked and real time like many other games. Makes no sense to use real time on static environments when cheaper baked shadows would do the job.
I believe it is, I don't think I've noticed many (or if any?) prebaked shadowing in the game and you can see Nate's character model interact with all of them in that they get projected onto his model rather than just switching back from light to dark or vice versa as a lot of games have it. I believe the effect is most apparent in moving levels when you can see the shadows move as well.Is UC close to 100% real time? I thought it was a mix of baked and real time like many other games. Makes no sense to use real time on static environments when cheaper baked shadows would do the job.
When he was talking about Reach , he was always "Reach is sub-hd" .. now he admires it
Ofcourse it's not always real time ,,, well if you wear specific goggles , it apears 100% real all the time .
I believe it is, I don't think I've noticed many (or if any?) prebaked shadowing in the game and you can see Nate's character model interact with all of them in that they get projected onto his model rather than just switching back from light to dark or vice versa as a lot of games have it. I believe the effect is most apparent in moving levels when you can see the shadows move as well.
Some games like Resident Evil 5 and RE6 (although not as much as RE5) are packed with baked environment shadows but they project a real time shadow on your player character as well, so it looks like the player is actually moving through them rather than just switching to light and dark. I don't remember what it did specifically because I only vaguely recall someone posting about this here but it is indeed something like this.
Why there isnt even mentioned how shadows disappear 5-10m from Your point of view?
Like here
http://i.imgur.com/wV9rt.jpg
http://i.imgur.com/T6edq.jpg
http://i.imgur.com/K8Y0i.jpg
Put a bullet in my head. Coming here was a huge mistake.
Accusations of bias and agendas be damned, it's obvious that for whatever reason, DF's Halo 4 analysis did not really touch on the trade-offs in comparison to Reach that had to be made to achieve this fidelity.
IIRC they covered the...reduced radius of the lighting (if that's performance related). What are they missing?
On top of that, we also built a system to determine when objects were not taking advantage of the deferred path (ie. they had no decals or complex deferred lights touching them) and switch those objects on the fly to the faster one-pass forward rendering. Yaohua Hu also spent a lot of time researching an improved light-map representation (it's better than spherical harmonics!) that gives us the same support for area light sources, improved contrast, fewer artifacts, a smaller memory footprint and much better performance. This helped to free up a lot of GPU time to use for the dynamic deferred lights and other graphical goodies.
Honestly, without a bunch of white papers, presentations or interviews to go by, I'm not sure how DF could do much of a tech writeup. I imagine that next gen it will be nearly impossible to have a reasonable tech discussion about a game just by watching gameplay videos. It's bad enough now. Most of what is talked about scratches the surface of what's going on inside of a game engine.
Reducing the radius so fewer surfaces are lit by deferred lights is definitely a performance trade-off. In fact it was mentioned by Bungie in the DF Halo Reach tech interview.
Harsh LOD bias, texture pop-in, much smaller levers, and vastly smaller 3D skyboxes.It's not so bad once you grab some popcorn to enjoy the show.
IIRC they covered the omission of motion blur, AO, and the reduced radius of the lighting (if that's performance related). What are they missing?
The removal of Reach's Horrific "Dark Aura" AO is an immediate improvement to the game's visuals and it's a shame that this isn't mentioned more. The fact that this technique took resources away from other aspects of the game is an example of how Halo 4 has made a better set of tradeoffs than Reach did.
OK to be fair I don't seriously think DF are being biased but their tech analysis could be more thorough compared to some of the previous ones.Really? You don't even try to hide it anymore, do you?
You seriously think the people at DF pick and choose what to write about when analyzing a game? I love reading conspiracy theories from people like you, it's right up there with them being biased with these consoles.
Why would he point out the baked in shadows when just about every game uses it? That's like pointing out a game has shaders or textures. <- completely pointless. Speaking of baked shadows, I hope to see you clinging to such trivial things when certain other games launch next year.
People are giving KKRT a hard time because he's being anything but objective.
As for how you see it in terms of tech, after your assumptions about next gen consoles over bf4, it's hard to take what you post serious. Especially when you say silly things like how Halo 4 "appears" to look better, when it very clearly does.