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DX10 mode of Bioshock had greatly improved water. However PhilB cant believe you put it ahead of Cryostasis PhySX HW water mass/drops and physics. That stuff beyond anything else.![]()
Well, to do it "right" you'd need soft body (cloth) simulation -- including rather fine-grained collision detection -- for each piece of clothing on every single character.
(And beyond the computational requirements I'm not sure how well the content creation pipeline is equipped to handle real clothes at this point)
That's the biggest giveaway when I'm trying to tell realtime from CG cutscenes in the FFXIII screenshots.Good looking clothing (folds etc) needs polygon counts in or preferably above the 10K range. For the cloth only. Otherwise it'll look blocky and ugly.
Games are bigger than ever because they moved away from the abstract crazyness of many of those blue skys games and when for subjects a tad bit closer to reality. I'm not saying that all I want is doom and gloom, I liked playing Tales of Vesperia as much as I liked playing Gears, but doom and gloom is sucessful...and Sonic hasn't been for a long time.
I have to agree my friend. Resistance 2 has the best water I have seen for wave and disturbance simulation. Most water only has surface disturbance simulation but R2 also looks how underwater movement can affect a water surface.
If you have been in the ocean and moved hands quickly under water you can see similar waves (soft, slow).
http://www.youtube.com/watch?v=JyuY3-SLuDA&feature=related
This video has good critique of the water (and also some other things):
http://www.youtube.com/watch?v=Y0Nm_v5DanM&feature=related
However PhilB cant believe you put it ahead of Cryostasis PhySX HW water mass/drops and physics. That stuff beyond anything else.![]()
With the 'hacked drivers' you can if you get some GF as 2nd cardI haven't played it either. Though i would like to play with with PhysX HW which I cant with my ATI card.![]()
I forgot about hearing about that, and I did have the game, but I never took notice of shadows created by the nuke mushroom cloud. Was it a DX10 only effect? I played the game in DX9 on XP. Even if it was there I probably didn't notice, and what about normal smoke, did it have shadows as well, or would you have an issue with creating a realistic shadow that blended into the light from the disappation of smoke into the "air"?
I am not understanding whats so impressive about this image. There are two light sources with the shadow casted in a direction thats not correct for either source. It doesn't seem realtime at all.
a) Games are not "bigger than ever." Well, not unless we're talking about Wii, they're not...but you certainly can't attribute Wii's success to steroid-charged space marines mangling zombie aliens in a dystopian wasteland.Games are bigger than ever because they moved away from the abstract crazyness of many of those blue skys games and when for subjects a tad bit closer to reality.