New Heavenly Sword Info (screens included)

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The colors make a difference in the latest screenshots. neverthless looks pretty much the same as before. Here are the same but resized, sharpened, reliefed (show blurred out details more) and brighter image (is it only me who thinks some of these ss are way to dark?).

http://i176.photobucket.com/albums/w193/NebulasPhotoPocket/1resHSshBrRel.jpg
http://i176.photobucket.com/albums/w193/NebulasPhotoPocket/2resHSshBrRel.jpg
http://i176.photobucket.com/albums/w193/NebulasPhotoPocket/3resHSshBrRel.jpg
http://i176.photobucket.com/albums/w193/NebulasPhotoPocket/4resHSshBrRel.jpg
 
Well you dont have to ask. I said during gameplay and I think its quite obvious I d be talking about detail and polygons on characters that look good and at constant 30fps...Something like this image for example during gamneplay how many charactes can the game handle?
It's still a silly question. The more enemies you add, the more they occlude each other. The first 20 fill the front of the screen. The rest will just be heads and shoulders, and geting smaller into the distance. Why would you want to know how many fully detailed models you can render when 95% of them you wouldn't be able to see? Game engines reduce detail on drawing objects at distance because at distance, you can't see the detail. It strikes me as bizarre to want to know how many characters can be portrayed without any LOD, mipmapping, regard for size on screen, etc.
 
We don't write tech so it can be shown off, but we write tools that artists can choose to use and choose to not use as they please. Or choose to use to a certain extent that serves their artistic purpose. After all they are the bright and creative guys with the artistic touch, and usually know better than us (surely better than me!) what looks good. At the end of the day graphics is there to serve the overall experience of the game in my opinion.

I would personally never ask an artist to use something I wrote just because I wrote it.

Lots of inspiring information about your AI, Deano, thanks for sharing.

Hmmm...I never knew that. I always thought that a programmer wrote code that he knew was going in the game and how it was going to be used.

Thanks for the info Fran.
 
macellaio

The colors make a difference in the latest screenshots. neverthless looks pretty much the same as before. Here are the same but resized, sharpened, reliefed (show blurred out details more) and brighter image (is it only me who thinks some of these ss are way to dark?).


No. Time for you to buy a better monitor.
 
No. Time for you to buy a better monitor.

Well I have my monitor set a bit darker than what would be usual (I have presets to switch fast though). But if you base youre above opinion on the images I resized then you should know that I made them brigther compared to the original mini size ss!:smile:

macellaio = butcher = abuse/destroy by slopiness = ?

Didn't butcher them, remember the original size for these ss (hint: 576x324)?:D
http://i176.photobucket.com/albums/w193/NebulasPhotoPocket/1resHSshBrRel.jpg
http://i176.photobucket.com/albums/w193/NebulasPhotoPocket/2resHSshBrRel.jpg
http://i176.photobucket.com/albums/w193/NebulasPhotoPocket/3resHSshBrRel.jpg
http://i176.photobucket.com/albums/w193/NebulasPhotoPocket/4resHSshBrRel.jpg
 
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Every single vertex goes through atmospherics computation (mie and rayleigh scattering), all the time, nothing has been downgraded.
Dunno why ppl are so scared about some nonexistant downgrade.

<strong bad >
Maybe you guys should have released screenshots using the same environments, angles, and thus lighting conditions. WAIT! Those would be the same screenshots that we have all seen before!

But a game can't possibly have different environments or different angles that affect the lighting conditions. No freakin way. Green environments should give off harsh light reflections just like an open desert in the afternoon.

I'm a millionaire. I know everything and you don't.

< /strong bad>
 
Hmmm...I never knew that. I always thought that a programmer wrote code that he knew was going in the game and how it was going to be used.

Thanks for the info Fran.

That'd be heaven if we could write only what we know it's going to be in the game or it's going to be used in a certain way.
It's quite possible that you write an effect and the code behind it, artists try it and they just don't like the result, or they try it for something completely different and find it useful there, or any combination. I've seen code written for heat haze being used to implement DOF! Most of the time we are doing some kind of R&D and it might just not work.

The important point in my opinion is that the artists are our clients and our masters and we do what they want. But this is OT here, and I don't want to hijack this topic; I'd be glad to talk about this point in another topic maybe.
 
It's still a silly question. The more enemies you add, the more they occlude each other. The first 20 fill the front of the screen. The rest will just be heads and shoulders, and geting smaller into the distance. Why would you want to know how many fully detailed models you can render when 95% of them you wouldn't be able to see? Game engines reduce detail on drawing objects at distance because at distance, you can't see the detail. It strikes me as bizarre to want to know how many characters can be portrayed without any LOD, mipmapping, regard for size on screen, etc.


Exactly Shifty, it’s like walking down a crowded Downtown New York city street. You can’t make out everyone’s face and clothes detail in one single moment. So why not apply the same rules to video games!?
 
Every single vertex goes through atmospherics computation (mie and rayleigh scattering), all the time, nothing has been downgraded.
Dunno why ppl are so scared about some nonexistant downgrade.
Some people don't feel right unless they can talk about PS3 "downgrades".

I think it makes them sleep better at night.

I think HS looks better and better every time I see something new and considering you are one of those mainly resposible for this, you are rapidly becoming a legend as far as I am concerned. ;)
 
It's still a silly question. The more enemies you add, the more they occlude each other. The first 20 fill the front of the screen. The rest will just be heads and shoulders, and geting smaller into the distance. Why would you want to know how many fully detailed models you can render when 95% of them you wouldn't be able to see? Game engines reduce detail on drawing objects at distance because at distance, you can't see the detail. It strikes me as bizarre to want to know how many characters can be portrayed without any LOD, mipmapping, regard for size on screen, etc.

You ve got a point.


But I didnt state that all characters should have stable polygon count and detail in all distances.

I could have asked the same question 10 days ago about some tenths or so characters too. I would have visioned that scene and been asking if that scene is possible and still be told that the question is silly because its easy to grasp on details that are technically relevant but are irrelevant with what I want to know. But I dont know how else to ask it :p . Atleast that pic answers what I wanted to know about some tenths of characters on scene, but I know it wouldnt have been answered if that screen wasnt there

Oh well leave it then

edit: Or perhaps I can? Here is one last effort.:p Can a similar scene with the one shown in 2005 (with swarms of enemies) be implement with 2400 characters randomly placed in that enviroment during gameplay and with each character just as detailed according to distance?
 
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edit: Or perhaps I can? Here is one last effort.:p Can a similar scene with the one shown in 2005 (with swarms of enemies) be implement with 2400 characters randomly placed in that enviroment during gameplay and with each character just as detailed according to distance?
That makes more sense! Given 2000+ AI units, will all these be visible on screen, or will the view only show a smaller section of the army and the rest is AI happening off camera? What's the largest rendered army in Heavenly Sword?
 
Will there be a fixed number of enemies per level or will they keep spawning after you kill them?

Do the corpses remain or do they disappear to allow more live enemies to appear on screen?
 
That makes more sense! Given 2000+ AI units, will all these be visible on screen, or will the view only show a smaller section of the army and the rest is AI happening off camera? What's the largest rendered army in Heavenly Sword?

Soldiers behind the blur filter still 3D or 2D?
 
Wait a min , whats that AI's level ?.. Even in football/soccer games , which has 22 units on the pitch , we can see absurd moves ... 2400 stupid enemies on the battlefield ?.. :rolleyes: I prefer 300 Spartans :p...
 
Wait a min , whats that AI's level ?.. Even in football/soccer games , which has 22 units on the pitch , we can see absurd moves ... 2400 stupid enemies on the battlefield ?.. :rolleyes: I prefer 300 Spartans :p...

I hear there is this lil game coming out called Halo Wars :LOL:
 
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