_phil_ said:No global lighting,no tone mapped HDR ,no facial animation ,no hair,in GOW.
no animation.No more than 20 fps.
GOW only compares in static media.
SGX-1 said:GoW uses the amazing UE3.
_phil_ said:i don't think/believe UE3 is amazing at all.The tools are great.not the engine.
In fatc ,project offset is a way better engine :Unified shading ,hdr lightining ,full 64bits pipeline.UE3 is a mess ,a compilation of old stuff mixed with new stuff.And no global approach of the lightning (a next gen MUST)
SGX-1 said:It's amazing enough to compete with MGS4, that's all that matters in this thread. PO is a science project at this point and MGS4 isn't using it so it's moot.
_phil_ said:no ,but MGS4 seems to have global lighting approach ,and have tonemapped HDR providing dynamic exposure.
SGX-1 said:And UE3 has features MGS4 may not have...
I like your "it seems to have" comment.
mckmas8808 said:And notice how the sweat cleans the dirt off of a dirty, sandy face of Snake. Wow that must be one of the things you don't see that Kojima was talking about.
Gholbine said:How can anybody compare those to Gears of War and keep a straight face?
_phil_ said:No global lighting,no tone mapped HDR ,no facial animation ,no hair,in GOW.
no animation.No more than 20 fps.
GOW only compares in static media.
Look at the cigarette shadow on his chin. I thought more than I had noticed it.Laa-Yosh said:All in all, the most impressive technical part in MGS4 has to be the self shadowing because it seems to use depth mapped shadows that are notoriously tricky to get right in a realtime enviroment. Depth map resolution is the main problem...
what's been preventing Microsoft or any of it's developers from releasing an analogous cut-scene?
SGX-1 said:Sorry but I don't follow your logic.
Vince said:You don't know how PR works, huh? Never sold anything in your life I'm guessing. Not a competitive person.