Mod: This thread spawned from the GOW3 game thread. The nature of game camera's is a worthwhile debate but not one for the game thread.
Not only has the camera system in GoW been described in detail at a lecture at GDC in the past, but if you paid attention during game play, it would be apparent that the camera does have several degrees of freedom outside of its scripted nature.
We could easily allow the user full control of the camera during game play. The reason we do not is because we feel it breaks the cinematic experience that we have carefully crafted, not because there is some geometry missing if you turn around (as you imply).
FYI, the camera is NOT fixed. It is highly scripted to provide a highly cinematic play experience, yes, but in no meaning of the word is the camera fixed! Within the setup cinematic parameters there is a LOT of room for the camera to adjust (zooming, panning, etc) to the action that happens on the screen (where the player is, where the enemies are, etc). Because of the amount of adjustments the camera system can make automatically, there are very few assumptions that can be made about what to render or not render.Is it even fair to compare UC2 and GoW3, especially considering GoW is a game that always controls what you see (fixed camera)?
Not only has the camera system in GoW been described in detail at a lecture at GDC in the past, but if you paid attention during game play, it would be apparent that the camera does have several degrees of freedom outside of its scripted nature.
We could easily allow the user full control of the camera during game play. The reason we do not is because we feel it breaks the cinematic experience that we have carefully crafted, not because there is some geometry missing if you turn around (as you imply).
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