It's everything together.
Uh-oh, not a good argument to start with...
Of course, the low-poly dragons I would call dynamic Meshes allowing for not only lots of dragons on screen, but also 3000 soldiers on that enormous bridge structure, and the low-res textures probably the same.
So they too can't get over the hardware's limit and display lots of high res models with high res textures. And we've had dynamic mesh level of detail in games since around 2000-2001, for example with Messiah or Hegemonia. I think we can say this is no technical marvel then.
The people complain about the lighting, but it's at the crack of dawn and lighting is very special at that time of day. I woke up on a beach at the crack of dawn myself (after a very romantic night, I might add
) and remember very well how amazed I was at the lighting.
Sorry but crack of dawn does not look like that. I hate to call upon this but I'm paid to know about this stuff, even if I'm far from the best lighters. And what's more important is: you don't want it to look 'realistic' - but to look good.
The number one problem with this particular Lair level is that there's no main light source to account for the Sun. Light seems to be coming from totally random directions, and you can barely notice any shadows at all. Now one of the first rules in illustration is that the change of lit and shaded surfaces is what helps us to see form and shapes. This is almost totally lacking in Lair, so the images are completely flat.
But this is, again, no technological achievment, it probably has to do with an artist who haven't had enough time or is simply not capable to perform this task. I've seen both...
Mind you, the light in Lair isn't nearly *that* good, but it has similar tones (it makes everything look like gold),
You see you've actually got the second problem right: everything looks like it's made of some kind of metal, whether it is stone, rock, armour, dragon skin, thin leather or anything, and it all helps to further emphasize how bad the lighting is. Add some overdone HDR bloom and here we are. Oh, and why are some parts lit to be bright yellow, and others bright blue, in a totally random way?
And again, it's not a technical achievment.
and if the lighting in this game is indeed as advertised, i.e. it will change in realtime using global illumination (even if you'd call it fake global illumination, whatever
).
We've had dynamic night and day cycles in many games for years, again. Same with fake global illumination.
The point is, imho that's going to be very hard to pull off on the 360. The 360 may be able to do other stuff that is going to be hard to pull off on the PS3, but the SPE's and their streaming capabilities and local store are really bringing something to the table. Lair makes intensive use of that, and I predict that the 360 is not going to be able to do the same kind of thing. It will have some great shader effects for sure, and if programmers get a grip on the tiled rendering that's going to bring some stuff to the table too. But the Cell is one of those very rare chips that actually are capable of performing to spec.
I'm sorry but there's nothing substantial in the above lines. Cell performance SPE capabilities Xbox360 can't whatever - just what are you trying to say??
What I see in Lair are large enviroments, many totally similar looking dumb characters, and this so called progressive LOD which only makes everything lowpoly. Now we've seen crowds on X360 in Ninety-nine nights already, and there's Cameo too with the bonus of large enviroments. Halo3 seemed to push a ridiculously large enviroment in the announcement trailer, too, and I bet it will have you driving and flying around there with some fierce battles going on. And all looked better than Lair (though Cameo is pushing the shiny multicolored stuff a bit too much, too).
The game may easily end up pushing more soldiers or larger enviroments then anyone else, maybe even add physics for all of them, and it can end up looking very nice in the end, too.
But right now, it's ugly, and I can see nothing in it that couldn't be done in a normal PC game, not to mention the X360's closed enviroment. Demoing it was a serious mistake from Sony, it's clearly not ready for that. I also can't understand the obvious drop of quality from previous footage - memory constrains may explain the loss of detail, but whatever happened to the art director?
And I'm sorry to say but people talking about how good it is probably agree deep down somewhere, but they can't admit it because of the high expectations they've had for the game.