60 megs is a bit rich for me, but I think I've seen something similar. A drive through NYC across the bridge, including views across into the city. Yes, they looked more detailed. If we take those as having substantial geometry, it just seems a bit odd they haven't gone to town on the trees too. They look very much to me like the standard 'several leaf textured planes attached to a trunk' model, and the blandness of the texturing makes the trees stand out as very artificial. Considering how good everything else is and how well it all looks together, including the people which normally look out of place, why settle for such weak trees?Powderkeg said:http://www.xboxyde.com/leech_1813_en.html
It's overexposed, but when he drives across the Brooklyn Bridge the second time you get a nice view of both the bridgework and a wide view of the city at the same time.
Well I just checked Speedtree.com to see a comparison. PGR3 isn't listed as using Speedtree though it is the official foliage creation tool. All the examples there look pretty bland too IMO. Maybe it's just not a great engine? (How many realtime tree engines are there...) They all look rather illustration-y though. It works okay in Gothic III and Oblivion but they seem out of place in a photorealistic style PGR3. They also suffer from obvious repeated textures. That's what I noticed about PGR3. In these Speedtree pics each branch is made of lots of repetitions of the same small textures, and annoyingly human's are very quick to notice patterns. I'm thinking now the main reason the trees in PGR3 don't look so hot is the system used isn't. Hopefully it won't be long before we get some better procedural mixing up of foliage...
Edit : http://www.speedtree.com/tree_browser/browser.htm Follow this for examples of trees including polycounts. They're using lots of triangles. Just not using them very well