You're overthinking this. In games I don't like, there is no such thing as "tradeoffs," only "downgrades" or "lazy devs" or "bugs" or "design failures." Neither do tradeoffs exist in games I'm a rabid fan of, and just shut up if you're going to point them out. It works like this:Acert93 said:What I have said, repeatedly, concerning the technology in the Halo series is that there are a lot of games who simply look at visual check boxes and equate that to technology.
But I did provide proof and quotes from the devs themselves.I'm sorry, you're right, this is a criticism you've voiced a couple times about Halo games in the past, so I got your posts mixed up. Found the thread I was thinking about and it seems that the people in that topic just decided to ignore you after shooting down your silliness earlier in the thread. Though while looking for that post, it's clear you have no idea how to tell what has high geometry and what doesn't so I still think your post was silly. Unless you've seen some tech papers we haven't, poly count quotes, wireframe screens, etc. there is no way your criticism can be "factual". This is the problem with your post, you think what you see is true, so you take it as fact.
Also I've purchased as much, if not more, on the ps3 this year and I'm looking forward to as many, again if not more, ps3 titles than I am on any other platform. You're the last person that should be talking about how others post regarding these platforms.
I just didn't think your post has any merit, especially since the examples you gave were quite poor in supporting your point.
But I did provide proof and quotes from the devs themselves.
We know KZ2 pushes well over 1 million polys in a typical level, then GG mentioned KZ3 is pushing 3x as much and on top of that 3x the draw distance. So in theory KZ3 could be roughly pushing 4-5 million polys compared to a typical 1.something million in C2.
http://community.killzone.com/t5/Kil...-2/td-p/618127
http://i45.tinypic.com/2ekhclh.png
And yeah I can tell what's POM and what's geometry even though KZ3 uses them both very extensively.
Amen. One of my all time favorite levels. I still can't believe they got all that action in there at one time. Reach really needed a mission like that one.I still think Halo 3 is impressive. 4 player co-op while fighting 2 scarabs with a tank, a warthog, and two hornets (and fighting all the covenant on and around the scarabs) makes everything since look like a bloody corridor shooter.
But I did provide proof and quotes from the devs themselves.
We know KZ2 pushes well over 1 million polys in a typical level, then GG mentioned KZ3 is pushing 3x as much and on top of that 3x the draw distance. So in theory KZ3 could be roughly pushing 4-5 million polys compared to a typical 1.something million in C2.
http://community.killzone.com/t5/Kil...-2/td-p/618127
http://i45.tinypic.com/2ekhclh.png
And yeah I can tell what's POM and what's geometry even though KZ3 uses them both very extensively.
How am I downplaying it? And what does this has anything to do being a fan of either consoles? Is it not possible to simply express my opinion on the matter and take it for what it is? And for the record since when have I ever said a 360 game can't look as good as a ps3 game? Geez...KZ2 and KZ3 are great looking games but Halo 4 overall looks a bit better than both in lighting, texture quality etc along with having a superior art direction as well..343i is a tremendously talented developer that shoudn't have their technical skills taken lightly nor downplayed like you are doing.We know you are a huge Playstation fan with a deep biased towards Sony which is fine but to say that 360 exclusive's cant look as good or better than PS3 game's is pretty damn silly.
How am I downplaying it? And what does this has anything to do being a fan of either consoles? Is it not possible to simply express my opinion on the matter and take it for what it is? And for the record since when have I ever said a 360 game can't look as good as a ps3 game? Geez...
Aye, Killzone in particular is a good example of "low poly geometry" with the many flat angular surfaces and edges. Most notable with ground detail.
You ever heard of occlusion? KZ3 may have levels with couple million polys, but you are not seeing anywhere near that number when playing the game. Per frame is all that matters, not number of polygons on entire level. Thats like saying that consoles are pushing 10+ mil polygons when you play GTAIV at any given time, nonsense.But I did provide proof and quotes from the devs themselves.
We know KZ2 pushes well over 1 million polys in a typical level, then GG mentioned KZ3 is pushing 3x as much and on top of that 3x the draw distance. So in theory KZ3 could be roughly pushing 4-5 million polys compared to a typical 1.something million in C2.
http://community.killzone.com/t5/Kil...-2/td-p/618127
http://i45.tinypic.com/2ekhclh.png
And yeah I can tell what's POM and what's geometry even though KZ3 uses them both very extensively.
You know what, I don't wanna start a screenshot comparison but if it's allowed then I would be more than happy to show you what I mean. Also like you said, if you don't wanna see it then it's pointless to convince you, as you can't see the detail in kz3.You ever heard of occlusion? KZ3 may have levels with couple million polys, but you are not seeing anywhere near that number when playing the game. Per frame is all that matters, not number of polygons on entire level. Thats like saying that consoles are pushing 10+ mil polygons when you play GTAIV at any given time, nonsense.
One artist here already had a good post about KZ3 and poly count, which I think you started. Lots of angular objects =/= lots of polygons. He explicitly showed 1st part of Crysis 2 when you get into NY. You are in park, with alot of very detailed trees all casting shadows, buildings in the back and statue in the middle. That statue was fairly detailed (lot of curves) and while it may not look like that to you, if we could get wireframe of the level, you would see it has good amount of detail, its just that you see what you want to see.
There is no point in comparison when you don't understand what you are talking about. Environments filled with lots angular "boxes" =/= high poly count.You know what, I don't wanna start a screenshot comparison but if it's allowed then I would be more than happy to show you what I mean. Also like you said, if you don't wanna see it then it's pointless to convince you, as you can't see the detail in kz3.
There is no point in comparison when you don't understand what you are talking about. Environments filled with lots angular "boxes" =/= high poly count.
You have already got your answer a year ago from the guy who works as 3D artist for a living, and you continue same discussion? Why?
To remind you of the topic, here
http://forum.beyond3d.com/showthread.php?p=1532638
Are those screen shot pre-rendered or real-time? Because these screens look CGI quality.
Are those screen shot pre-rendered or real-time? Because these screens look CGI quality.
But I did provide proof and quotes from the devs themselves.
We know KZ2 pushes well over 1 million polys in a typical level, then GG mentioned KZ3 is pushing 3x as much and on top of that 3x the draw distance. So in theory KZ3 could be roughly pushing 4-5 million polys compared to a typical 1.something million in C2.
http://community.killzone.com/t5/Kil...-2/td-p/618127
http://i45.tinypic.com/2ekhclh.png
And yeah I can tell what's POM and what's geometry even though KZ3 uses them both very extensively.
How am I downplaying it? And what does this has anything to do being a fan of either consoles? Is it not possible to simply express my opinion on the matter and take it for what it is? And for the record since when have I ever said a 360 game can't look as good as a ps3 game? Geez...
I think I understand more than you do, I make low poly 3d models as a hoppy in my free time. And in what way angular models when reached a large enough quantity can't equal to or greater than a less numberous amount of circular models? They are polygons, you distribute the budget in however way you want for all shapes and sizes. And it,s not like there are that many curved models in halo 4, the landscape is barren and low poly, that's all I'm saying here.
Watch out when you see these tough boys coming at you! Oh come one ultragpu. Trying to compare KZ with Halo Reach/Halo 4 colour wise is like comparing the Gioconda with the botched Ecce Homo fresco. Not to mention the lore and so on.But I did provide proof and quotes from the devs themselves.
We know KZ2 pushes well over 1 million polys in a typical level, then GG mentioned KZ3 is pushing 3x as much and on top of that 3x the draw distance. So in theory KZ3 could be roughly pushing 4-5 million polys compared to a typical 1.something million in C2.
http://community.killzone.com/t5/Kil...-2/td-p/618127
http://i45.tinypic.com/2ekhclh.png
And yeah I can tell what's POM and what's geometry even though KZ3 uses them both very extensively.
You're overthinking this. In games I don't like, there is no such thing as "tradeoffs," only "downgrades" or "lazy devs" or "bugs" or "design failures." Neither do tradeoffs exist in games I'm a rabid fan of, and just shut up if you're going to point them out. It works like this:
Game A // Game B
I like it // I don't like it
OMG! Best graphics ever! // LOL! Makes my eyes hurt!
No need for insults, I only made that assumption based on your enthusiastic posts in the Halo4 topic.
Probably because Bungie themselves said the water used tesselation for Halo: Reach.
http://halo.bungie.org/bwu/index.html?item=268
Regards,
SB