kyleb said:
Surely you understand that if you walk up along side a wall using heavy bump mapping it looks flat, but if you walk up against a wall using heavy geometry it still looks 3d? Obviously both methods have their place depending on the particulars of the situation.
No , no and no.
A Wall with fine-crafted or even with just ok bm looks 3d even if you watch it from a side angle unless you are talking for real crappy bm.
Not to mention that what you can do in game enviropments (walls and grounds etc) with paralax mapping is not achievable with geometry unless you spend half of your poly-budget for this part of the enviropment and let the rest of your game to looks like crap.
I dont get any flat wall/ground surfaces here
not to mention that the parallax mapping in PDZ give a far more impressive result than COD2 and as i said is simply not achievable with geometry.
Acert93 said:
Gears of War vs. ET:Quake Wars is more like "Low poly versus REALLY Low poly"
Do you have any numbers because from what i know GoW is pushing 10-15.000 x 4 polys per frame for 4 teammates (like Ghost Recon).
40-60.000 polys just for the main character/s is quite more geometry from the current gen games.
With that said for me the argument High geometry vs BM is pointless.
There are things that you cannot do with geometry and you need some kind of BM and ofcourse there are things that you can't do only with BM and you need to save you poly budget for them.
Both D3 and UE3 seem to be much more focused on faking extremely high levels of geometry and detail through normal mapping.
This is the history of video games . You try to fake , among other things , the geometry of real world.
If we watch in the past when CryTek brought the PolyBumping technique on the table it was a revolution for the video gaming.They created mercenaries models with only 1.500 polys who were looking far more 3d from the ps2 Half Life soldier models(3.000 polys)
I think that one of the reasons that GoW looks so good is because they have achieved an ideal analogy between Geometry and smart use of modern BM techniques (I mean ideal for the type of the game they are doing).