The light on the brim of the helmet is probably bleed-through.
Or the location of the light itself is slightly in front of the goggles?
The light on the brim of the helmet is probably bleed-through.
Most of the textures look unsharp, lifeless, colourless, "soulless" and flat to me. The lighting is nothing to scream at, also. Looks like HDR is not implemented.Could you please elaborate on this?
Ok listen (well, read) not to sound bossy or anything like that but could you please respect my opinion and whoever else is not a fan of the art direction of this game? I didn't like GoW (there was an option for vibrant graphics, my favourite by a long shot, I played the game with that option active all the time, though) and Lair because of that fact.That's all you can come up with? Then I rather prefer deferred rendering.
How can you say lacking of colors due to deferred rendering? Are you out of your mind or just simply don't understand a thing or just want to bash the game?
Ok listen (well, read) not to sound bossy or anything like that but could you please respect my opinion and whoever else is not a fan of the art direction of this game? I didn't like GoW (there was an option for vibrant graphics, my favourite by a long shot, I played the game with that option active all the time, though) and Lair because of that fact.
KZ2 just looks fine (neither good or great) to me but, imho, it's not the AAA game some people believe it is nowadays. This game is WIP, so we'll see.
Ok listen (well, read) not to sound bossy or anything like that but could you please respect my opinion and whoever else is not a fan of the art direction of this game? I didn't like GoW (there was an option for vibrant graphics, my favourite by a long shot, I played the game with that option active all the time, though) and Lair because of that fact.
KZ2 just looks fine (neither good or great) to me but, imho, it's not the AAA game some people believe it is nowadays. This game is WIP, so we'll see.
Cyan said:Looks like HDR is not implemented.
Fafalada said:In a fully deferred shader, why would you need HDR storage at all?
Most of the textures look unsharp, lifeless, colourless, "soulless" and flat to me. The lighting is nothing to scream at, also. Looks like HDR is not implemented.
Both features definitely lost their initial focus and touch (I'm talking about the 2005 CGI trailer here).
It's darker, stone cold, whatever... but it lacks colour.
I'd rather prefer a different approach because although DR sounds like a good concept, performance wise, such an expensive technique should offer better results and I don't see the benefits of it.
Disliking the art-style is a perfectly valid opinion, but not really suited to a thread about deferred rendering where the choice of colour-schemes is not a product of the rendering method but the colour the artists have slapped on their 2D textures. That's kinda like saying, 'I wish developers wouldn't use Photoshop in creating games because Game X used it and it looks dull and grey.'Ok listen (well, read) not to sound bossy or anything like that but could you please respect my opinion and whoever else is not a fan of the art direction of this game?
What really impresses me the most is that they somehow managed to render the guns in this game without a hint of polygon edges and aliasing , it has a pre rendered look to it.
im guessing the post processing effects come into play there .
i agree, if anything the gun that we see in the real time trailer is very very close to the CGI render.
Actually, the official GG guy at the PS3 forums (Seb Downie) did comment when asked about this piece of blog, stating the guy was being mostly right in his claims.Obviously, his article is nothing to take seriously when he says "idiots do exist" or call some people "naysayers" when they believe the game looks grey (it's not because of some stormy day but because of the textures. 90% of them are, in fact, grey). Therefore, his post is more on the typical humour side of things.
While I think the post sounded interesting at first, he lost any credibility there.
Actually, the official GG guy at the PS3 forums (Seb Downie) did comment when asked about this piece of blog, stating the guy was being mostly right in his claims.
"Apart from some naming conventions and minor things it is a pretty decent breakdown. Once we can talk about the tech a bit more we will."
Really, interesting got a link to the post?
In a fully deferred shader, why would you need HDR storage at all? All you need is to "guesstimate" the right tonemapping koefficient.
You can compute luminance per pixel in your pixel shader and dump it down to the alpha channel.
With that you can compute an exposure value that can be used in the following frame to tone map every pixel in your opaque rendering pass directly in your pixel shader.
With a deferred renderer this stuff is even simpler if you render a few bits in your g buffer storing the logarithm of your luminance, you really don't need to be accurate, no one is going to notice the difference.
Marco
Isn't it enough to see that a garden is beautiful without having to believe that there are fairies at the bottom of it too?
that is so true when it comes to this game.