I think it looks quite decent art wise, I like how you can see the valleys but yes it could have been a lot better though. It does not really look much like the Himalayan areas of India and Nepal. The African jungle setting in Farcry 2 is still unmatched in terms of atmosphere.So it's not just me when I absolutely don't get the praise for the image clarity in the DF article. It's full of messed up silhouette edges... The game also doesn't look too nice art wise, IMHO.
So it's not just me when I absolutely don't get the praise for the image clarity in the DF article. It's full of messed up silhouette edges... The game also doesn't look too nice art wise, IMHO.
Which version do you play?Been playing FC4 and man the HRAA has so much temporal ghosting. It's no where near Halo Reach level but it happens everywhere on the screen since the world has so many moving objects (plus the player movement). The sharpness due to HRAA also hurts the image in my opinion. The game is pretty damn good at reducing jaggies but has an oversharpened look while having a blur due to ghosting which makes it look strange. I would still prefer Infamous' SMAA but I guess that is more expensive than HRAA.
It'd have to be. Orthographic projection for the characters and composite into 3D.To make the 2D look more convincing, they are doing something with the 3D perspective to avoid angle changes on the characters while the camera pans. Its like they are rendered independently from the rest. As a result the character models give convincingly the illusion that they have no depth.
There are a few other elements that also use different camera angles. Pretty need. Makes the 2D fighting to appear more dynamic.Looks so perfectly hand drawn that I'm wondering why they even bothered with 3d to be honest. It's an impressive feat, but ... why? For a post fight camera move that lasts half a second?
Nah. Sprites just use the 3D hardware. Slap textures onto quads and render away. And even if they went with true 2D using bitmapped graphics, it's just a load of memory copy and blend ops. I doubt anything more than the CPUs would be needed. 30 GB/s available CPU BW would be 15 GBs read/write, 256 MB per frame at 60 fps. At 8 MBs per full 1080p frame, that's 32 complete screen loads of imagery.Well this one is 60fps 1080p and I think it could easier to run this game in 3D graphics in recent hardware than using sprites, especially such high quality ones? Just a feeling, I have no idea.
3d can be a major time saver, eg you decide to give a player a necklace as well or change the light from below vs from the left, with 2d you have to change all the sprites with 3d for the light change practically nothing needs to be changed and the necklace not so muchLooks so perfectly hand drawn that I'm wondering why they even bothered with 3d to be honest. It's an impressive feat, but ... why? For a post fight camera move that lasts half a second?
Holy moly. I tried the Guilty Gear Demo on PS4 and this is probably the best use of amime style 3D rendering I have ever seen ever.
its almost impossible to fathom that what you are seeing on screen is made out of polygons.
So well made. Its not only the visuals amazing. They took special care of the animations too. As a result the game is extremely faithful to the 2D original. Its crazy just to think that they revisited the 2D counterpart frame by frame and replicated them on the 3D models.
To make the 2D look more convincing, they are doing something with the 3D perspective to avoid angle changes on the characters while the camera pans. Its like they are rendered independently from the rest. As a result the character models give convincingly the illusion that they have no depth.
I wonder how the PS3 version fairs. I d love to see a Digital Foundry analysis on this one. Its pretty interesting