LAIR Thread - * Rules: post #469

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I was thinking on a more techically view. Iam really looking forward to see how its scales from micro level to macro level. They said its about the same detail as Gears of war on a a close range.. wonder if thats true.
 
I was thinking on a more techically view. Iam really looking forward to see how its scales from micro level to macro level. They said its about the same detail as Gears of war on a a close range.. wonder if thats true.

Huh?

Are you saying Liar has the same amount of detail that gears have when your on the ground?
 
I was thinking on a more techically view. Iam really looking forward to see how its scales from micro level to macro level. They said its about the same detail as Gears of war on a a close range.. wonder if thats true.

uh, when did they say that?
 
Yeah, I remember they said that as well. I don't think you'll get the same level of interaction, and the art won't look as good because it's not optimised for close encounters probably, but the textures are streamed in and everything is scaled and should end up with very high details up-close.
 
Huh?

Are you saying Liar has the same amount of detail that gears have when your on the ground?

No Julias said it himself.
Link

For the lazy:
Q: Some of the games all look good to me. This looks great. Is there a big difference you can see between this and Gears of War?
A: In Gears of War there is no way you could actually go above the city and then basically go seamlessly from air to ground. Unreal Engine in the end just provides for corridor and corridor being more a metaphor here in terms of design. Our engine is always designed in a huge world bubble and that can be 32 kilometers by 32 kilometers. You can go anywhere at extreme speeds. Unreal Engine is dependent on the fact that you go relatively slowly through your world. With us, you can go through the world fast or slowly. If you are in night mode, or you are on the ground, you get all of the detail that Unreal Engine provides. But there is no way you can get the macro.
 
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Hmm, at least the European release date is a bit later again. Wonder if its the same for US. From Threespeech:

Lair - Also TBC, but the plan is October 26.
 
Look at the screenshots. Has Lair got the same model and texture detail 'up-close' as GeOW demonstrates? And by 'up-close' we're talking about long, wide corridors on some ocassions.


Contrary to popular belief, Gears has plenty of low resolution textures. There just highly glossed over (pun not intended). I will post them if needed…
 
Contrary to popular belief, Gears has plenty of low resolution textures. There just highly glossed over (pun not intended). I will post them if needed…
The presence of low-res maps is besides the point. The claim is that LAIR matches at near-distance the quality of GeOW, and it achieves this through impressive LOD. It's worth mentioning that I think Julian has a rather poetic tendency to exaggerate. eg. He'll say 'No-one's done LOD before' where he really means 'LOD is used, but we're managing to push the envelope a lot here'. And my gut feeling is that where he says 'we're matching GeOW in detail' he's talking more ball-park range rather than specifics. In the link morlock posted, the detail on the soldier in the beginning of the level prior to gameplay is certainly at a glance comparable. If you want to get exact, it might have half the detail of a GeOW character, but in visual fidelity, to those that see the game, to them it feels rich and detailed up close, and also big and expansive. Which, giving Eggbricht a bit of licence with language, is what he was saying. Compare Lair to other big, expansive games where you could go from a huge view to an up close view, and how many of those haven't had smudgy textures and low-poly models when you get close to them?

That's a literal question BTW. I have no knowledge of big games to reference. Of the few games I can think of, they're city based, which means lots of geometry occlusion at a distance. The arial view in LAIR does provide quite a demand from far out to up close.
 
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