Graphical effects rarely seen this gen that you expect/hope become standard next-gen

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.

b) Comic book fantasies aren't any closer to reality than cartoon characters.

c) This thread is about what we personally would like; sales are irrelevant.

On that note, I wish developers would learn when not to use an effect. I'm playing Dead Space on PS3, and overall, it looks fantastic...except for the self-shadowing, which is glitchy and twitchy. They should have left the effect out IMO, because it's just distracting and doesn't look good at all.

Their self-shadowing implementation is not perfect and could be better but the game would look worse and inconsistent without self-shadowing.
 
Just wondering, how many games on the 360 and PS3 use Parallax Mapping and sub-surface scattering?

I know Kameo and PDZ use Parallax Mapping but im not sure about any other titles.
 
This is kind of a graphical feature that I thought would become more commonplace this gen: Real Time Terrain Deformation.


Bad Company does what your talking about I think,explosions will produce craters.

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Just wondering, how many games on the 360 and PS3 use Parallax Mapping and sub-surface scattering?

I know Kameo and PDZ use Parallax Mapping but im not sure about any other titles.

Well it differes in amount and what used for but GTAIV does it for tiremarks and possibly car deformation system. Shift to and certainly other games with differing amount. FEAR bullet holes?
 
I can't believe you guys forgot about FEAR! It was the first game I ever saw parallax mapping in. Come to think of it, was it the first title with it?
 
Thanks for the great replies..Out of sheer curiosity, what graphical effects would you like to see and or expect for Halo Reach?? Do you think Reach will use the same hardware taxing implementation of Halo 3's lighthing method? Or something with similar if not better results, without truly taxing the system?
 
Killzone 2 uses some good amount of parallex mapping & relief mapping for bullet holes.UC2 is another game..which uses it and it even has SSS
 
I remember the last Brothers in Arms game had subsurface scattering. I guess Dead Rising did too but that was just in the cutscenes.
 
Great replies so far :D

Here's another thing. The abuse of ragdoll-only death animations this gen is extremely annoying, specially because its implementation in 99% of games sucks, and it sucks badly. Next gen we better get more hybrid systems of old-fashioned death animations with an added ragdoll component, like that of KZ2 and MGS4.
 
Great replies so far :D

Here's another thing. The abuse of ragdoll-only death animations this gen is extremely annoying, specially because its implementation in 99% of games sucks, and it sucks badly. Next gen we better get more hybrid systems of old-fashioned death animations with an added ragdoll component, like that of KZ2 and MGS4.
We're badly in need for a break through in the procedural animation field :)
 
Yes, parallax mapping is very common in games today. From the beginning of the generation to now.

I'm excited for the use of tessellation in games. I expected to see a lot more interesting h/w implementations this generation (mainly because of 360) but that didn't materialize, now its a standard in the next DirectX pipeline and in the PC space, so a lot more usage will likely result.
 
Yes, parallax mapping is very common in games today. From the beginning of the generation to now.

I'm excited for the use of tessellation in games. I expected to see a lot more interesting h/w implementations this generation (mainly because of 360) but that didn't materialize, now its a standard in the next DirectX pipeline and in the PC space, so a lot more usage will likely result.

I heard Bungie is using Tessellation for Halo Reach.Not sure if has been confirmed but it would be fantastic if they are indeed using it..I hope that Reach doesn't use the same hardware taxing HDR lighting method that they did with Halo 3.Yes, the lighting in that game looked excellent but it came at the expense of the overall visual fidelity of the game.Bungie are very intelligent dev's and I believe they have came up with another method to get that fantastic HDR lighting in a less costly and more efficient manner...:D
 
Just out of curiosity and correct if im wrong but wouldn't tessellation also be good for character and gun models?
Subdivide a cube and you've still got the shape of a cube. Bungie needs to have more definition in the base models of their characters before they start thinking about tessellating them.
 
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