Nice idea...except the weak particle effects of water droplets really mess up the visual impact of realistic waves! Perhaps they just wanted to bag the prize for 'best ever water effect in game' which has always been a strange sort of landmark?
These are directions unrelated to progressive mesh though. Landing anywhere seems to be an artist and time issue. Online is game design, network code and time (again) but there may be too many update messages in such a huge game world.
Within the progressive mesh technology itself... is it related to destructible buildings (since there are some in the game) and level of details ? How does it work with streaming (what gets streamed) ?
here's a nice comparison shot taken from neogaf.com
[dragon heads]
on the right is the capture from gamespot of the same build as ign
It looks like ign messed up with their capture.
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I can't tell how great the gain is before having played the game or at least gotten more info.Snowblind Studios had that on PS2 and XBox in their engine. Originally in puddles in the BG: DA game, and then in large water bodies in CON. And as I said, what's the point if precalculated meshes or other cheats look pretty similar? Seems like a lot of processing for little gain.
Still, there may be other reasons. Googling the subject, I saw suggestions of Factor 5 doing download titles. A water engine might be part of those, and so they integrate it into Lair seeing as they have it. It becomes a component, more than a feature.
IGN messed up a lot of things, but that's more likely simply a result of the dragon being at a different LOD at the time of capture. You have to get used to these things in games with aggressive (or progressive) LOD and Texture Streaming.
Empty words? My claim is based on my reactions and the reactions of those in this thread. Rogue Squadron II and III were unquestionably tour de force's with the technology they had going on. Lair's tech is good and maybe even great, but it's not unquestionably with the best of the best.Doesn't such a claim call for an example of another more advanced console engine? Sorry for being anal but empty words hurt.
With as dynamic as lighting is anymore, it's quite possible to find dramatically different lighting in different levels, angles, times of day, etc.It looks like ign messed up with their capture.
Lair's tech is good and maybe even great, but it's not unquestionably with the best of the best.
They are jaw dropping and I've not seen any other game come even close to what is being achieved there.
Well, they have much harsher competition on PS3 than they had on Gamecube.Empty words? My claim is based on my reactions and the reactions of those in this thread. Rogue Squadron II and III were unquestionably tour de force's with the technology they had going on. Lair's tech is good and maybe even great, but it's not unquestionably with the best of the best.
That would depend on what games you have seen (and thoose ignored) of all the games with great graphics. Best for PS3, looks so, best over xbox360/PC games, not by a longshot.
Lair has the more impressive visual overall. I mean, draw distance, physics, number of the elments on the screen and level of detail. The realtime cutscenes are so CGish and more impressive than any other realtime game cutscene so far. But in terms of gfx only, Crysis and Uncharted are more impressive.
I think I'm pretty familiar with the graphical tour de forces on the consoles (I'm hesitant to include PC since that's a moving plaform) - unless there is some absolutely mindblowing game that no-one has every mentioned on any forum.
You're free to cite examples though.
Unless there is some absolutely mindblowing game that no-one has every mentioned on any forum.
Lair has the more impressive visual overall. I mean, draw distance, physics, number of the elments on the screen and level of detail. The realtime cutscenes are so CGish and more impressive than any other realtime game cutscene so far. But in terms of gfx only, Crysis and Uncharted are more impressive.
Was over at GAF and someone posted these developer walkthrough:
http://www.gametrailers.com/player.php?type=wmv&id=18581
http://www.gametrailers.com/player.php?type=wmv&id=18586
I am somewhat taken aback by the scale of the game.
[Hurry back to gametrailers to re-watch videos]
EDIT:
[Thinking to myself, "Sh*t ! No wonder people love F5"]
Please fix the broken pieces mentioned in the Wired article and the control issue, and you will have a customer here.
Empty words? My claim is based on my reactions and the reactions of those in this thread. Rogue Squadron II and III were unquestionably tour de force's with the technology they had going on. Lair's tech is good and maybe even great, but it's not unquestionably with the best of the best.
With as dynamic as lighting is anymore, it's quite possible to find dramatically different lighting in different levels, angles, times of day, etc.