Ran Across An Interesting Comparision: DOA4 with and without Self-shadowing

Gollum said:
True, but the first pic illustrates that the game could actually benefit from some kind of post-filtering on the final render output. Similar to the way AOEIII only really begins to look breathtaking once the post-processing shaders kick in at the highest quality settings. Of course that pic is way over the top, but a more subtle HRD/Bllom/Contrast/Sharpening filter could do wonders to improve or change the look (stuff like this could easily be added late in the development process too, they could even make it an unblockable or a user option if they don't want it in the default game, kinda like in Farcry)...

Yeah that would be pretty awesome... But I don't think Itagaki even knows how much peopl are displeased with the graphics.... or maybe he just doesn't care? ;)
 
hey69 said:
dude that second pic is so hot!

dang!

Word.

I don't want to fight these girls..

When will this series come to its logical conclusion.. Dead or Alive Extreme Virtual Shagging?
 
Florin said:
Word.

I don't want to fight these girls..

When will this series come to its logical conclusion.. Dead or Alive Extreme Virtual Shagging?


They'll need some serious organic soft-material physics for the kind of detail required.... Boobs bouncing is elementary stuff compared to... other things that should err... move and deform properly is a shagging game...
 
london-boy said:
They'll need some serious organic soft-material physics for the kind of detail required.... Boobs bouncing is elementary stuff compared to... other things that should err... move and deform properly is a shagging game...

I'm not sure what you're talking about exactly. Can you be more specific?
 
imagines a 16petawhateverflop 656 cell rack to put some good use

reall hot flesh Fysics... :p
 
On a related note...

As a graphics programmer I always said that although I generally didn't like the genre as a player, working on a beat-em-up would be almost a dream job. It's got such well defined constraints that it ought to be possible to really go to town on the engine and squeeze every last ounce of power from a machine.

I mean, you've got a generally fairly fixed and small number of main characters on screen, the environments are fairly well contained, even in the cases where there are different areas to explore they're not exactly free-roaming... It ought to be fairly easy.

So far although I've seen some nice looking games, I've not seen much that's really technically amazed me (on the current gen - some PS1 titles were quite impressive, as were some on other platforms).

I wonder why that is?
 
MrWibble said:
I wonder why that is?

It's more a matter of "budget" IMO. You can spend maybe $15 million dollars on a house or you buy some cheaper house and actually buy furniture and everything else.
 
Alstrong said:
It's more a matter of "budget" IMO. You can spend maybe $15 million dollars on a house or you buy some cheaper house and actually buy furniture and everything else.

Perhaps, but even so - most games would have one or two coders on the engine for a fair amount of time while others work on the gameplay. If the same coders also have to do something more time-consuming or have to finish their bit of the game very quickly and move on to something else then I could understand it. But if they're on the game for 18 months along with everyone else.... what are they doing all that time?
 
MrWibble said:
what are they doing all that time?

That is a good question. ;) The only example I can think of right now is John Carmack when he pretty much finished the engine for Doom 3's release a long time before actual release; he moved onto the next engine. My guess would be that the coders move on to research for the next game or keep on optimizing.
 
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