E so pure Italiano - I'm italian toomckmas8808 said:Wow voice of reason. Nice to see it here again.:smile:
E so pure Italiano - I'm italian toomckmas8808 said:Wow voice of reason. Nice to see it here again.:smile:
Dr. Meaty said:I was going to say something inappropriate about Hideo and "in-game assets", but never mind.
NAP said:I think that we can't compare two different engines, GOW engine and MGS4 engine are too different (probably MGS4 engine is MGS3 engine), moreover GOW is near to be complete on Xbox360 final devkit, MGS4 is developed on PS3 alphakit, wtih 256MB of RAM XDR, without RSX and FLEX I/O, and with a Cell@2,4GHz against the final Cell@3.2GHz. For a better comparision we should compare the first PS3 game based on UE3.0 with GOW
Nightz said:GOW has the trademark super bumpy "zbrush" look all over it. They both look comparable, this gen more than others art direction will be the deciding factor.
one said:moustache = the same amount of polys as 1 character model in MGS3
(probably) hair = 60,000 vertex primitives
_phil_ said:Nope ,there is shared algorithmics in these technics.You are right ,that paper doesn't explain what and how.Still ,There is strong corelation ,and the HDR approach is way better quality wise.
Btw ,mgs has MB since MGS1 and DOF since Mgs2 .
Laa-Yosh said:Let's get through it again, OK?
This is what you've said:
DOF and MB, are both a given with HDR lighting.
I don't think it's true, as the currently used forms of both depth of field and motion blur are image processing 2D effects, bluring the image based on some data provided by the 3D renderer (like motion vectors for MB). There's absolutely nothing to do with HDR in this. An engine can have HDR implemented and it still wouldn't support either of these; yet you can code both into an engine without HDR support. MGS2's support of these effects actually supports this to an extent, and the HDR-supporting games' lack of both is a proof to the rest (see Far Cry and HL2).
The documentation that you've linked to, however, does not support your claim. So once again, why do you think that DOF is a given with HDR lighting, how can the two have to do anything with each other?
There's nothing about HDR that blurs anything. HDR just allows for a much greater range of light intensities to be displayed on the screen. Bloom, which can sit on top of HDR, can blur the screen._phil_ said:HDR is mainly a Blur and precision blending thing
laa-yosh said:currently it seems that MGS has DOF, GOW has DOF and MB