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Deleted member 7537
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Not to burst your bubble but the difference is huge, the above looks like a game and the below ss looks like CG!
It looks so close. At least in my opinion.
Not to burst your bubble but the difference is huge, the above looks like a game and the below ss looks like CG!
Very close.It looks so close. At least in my opinion.
It looks so close. At least in my opinion.
Either you don't get what I'm talking about, or your using the size of the characters for that. The sense of depth is completely missing, the images look flat.
Not to burst your bubble but the difference is huge, the above looks like a game and the below ss looks like CG!
Laa-Yosh is absolutely right. There's no optical effects that help define the distance between features. In the game it wouldn't be the end-of-the-world, but it's something missing that would elevate the visuals even higher. Take the top picture DieH@rd posted, and look only at the middle area in the top half. The depth range covered is quiet large, but the resultant rendering in that screenshot is very like a graphic novel. There's no variation of lines based on distance. The end result means you only have perspective to clue you into how thing are positioned in the 3rd dimension. You could take two monsters, one large and one small, and position them at different depths so with perspective they look the same size...and then how would you know how far the large one was, or how large it was?Perhaps I dont get it because it is probably not as evident as you say to be able for me to see it.
Laa-Yosh is absolutely right. There's no optical effects that help define the distance between features. In the game it wouldn't be the end-of-the-world, but it's something missing that would elevate the visuals even higher. Take the top picture DieH@rd posted, and look only at the middle area in the top half. The depth range covered is quiet large, but the resultant rendering in that screenshot is very like a graphic novel. There's no variation of lines based on distance. The end result means you only have perspective to clue you into how thing are positioned in the 3rd dimension. You could take two monsters, one large and one small, and position them at different depths so with perspective they look the same size...and then how would you know how far the large one was, or how large it was?
Some of the screens are showing excellent lighting. Can't wait for some clearer vids. The devs should certainly tweak the artistry to make the most of what they've got though. It's not good enough to rest on your laurels because you're doing some things well, when a few changes can mean big improvements.
At the end of the day this game is graphical powerhouse and is easy the top looking console game for now
i think some of us are just nit picking now
I say that the "Uncanny Walley" effect is showing up. Its too lifelike for some members.
I understand his point. I just cant reckognise or see it as such an evident problem because I ve played other games people never complained about that looked rougher and flatter under the same logic but never anyone mentioned any problems or as a visual disadvantage.
Looks the same - but it's a direct feed shot and not a screengrab from a compressed, faded video...
Laa-Yosh is absolutely right. There's no optical effects that help define the distance between features. In the game it wouldn't be the end-of-the-world, but it's something missing that would elevate the visuals even higher. Take the top picture DieH@rd posted, and look only at the middle area in the top half. The depth range covered is quiet large, but the resultant rendering in that screenshot is very like a graphic novel. There's no variation of lines based on distance. The end result means you only have perspective to clue you into how thing are positioned in the 3rd dimension. You could take two monsters, one large and one small, and position them at different depths so with perspective they look the same size...and then how would you know how far the large one was, or how large it was?
Some of the screens are showing excellent lighting. Can't wait for some clearer vids. The devs should certainly tweak the artistry to make the most of what they've got though. It's not good enough to rest on your laurels because you're doing some things well, when a few changes can mean big improvements.
Yep. And remember this isn't real life. This is art. Movies don't use realistic lighting because generally speaking it's boring. They add lights where they're impossible and contradict the scene, in order to make something that looks better. In this game, without some adjustment to depth, the end result looks like a graphic novel. It's pretty awesome, but it would be better to have some distance adjustment IMO. That doesn't mean blurring the background completely out. The fact developers are over-using DOF the same as they've overused bloom doesn't make DOF an innately bad thing. A very subtle blur would be very good in many cases. And without blur, some hazing would be good. Again, the artists shouldn't overdo it. Too much can be as bad as too little, but a small touch would be welcome.tha_con: I don't think they are talking about DOF in this case, but color gradiations with the depth of the scene. Like mountains appearing blue by the air in the distance.