Ruby demo (R420) vs Xenos (R500) Tiger's Eye pixels

Yeah, the graphics in Shadowrun are nothing to write home about. Fortunately, everyone who has played the game absolutely loves it as a game.

But I wonder if any of these people are RPG fans who played the 16-bit era games or the PnP...
 
But I wonder if any of these people are RPG fans who played the 16-bit era games or the PnP...

Those people are included too. Some may not feel the use of the Shadowrun liscense is entirely appropriate, but pretty much all the impressions of the gameplay have been quite positive.
 
Shadowrun is a Top Gun at showing off what Xenos can do
No it's not.
(I contemplated a while to leave the posting as that; it seems to be what you need to hear the most, but hey, I'm weak)
:Brimstone said:
HDR lighting and great filtering. The image quality is superb as far as video games go. The pixels are smooth as silk.
You gotta be kidding. Are you being forced to post this, with a shotgun to your chest?

There is nothing, not even a hint, of any technique that would use HDR rendering. Maybe they render to an FP10 buffer, who knows, who cares, it's not taken advantage of in any way, shape or form. It doesn't even implement these irritating glow effects. I suppose it will forever remain a mystery what causes you to laud Shadowrun's HDR qualities when it clearly has none.

"Smooth" might be a euphemism for "primitive", which would be apt, because there's so little detail in the levels. All shots we have seen, if they show a wider overview of a level section at all, as it seems the PR muppets are too ashamed to show such things, show flat, barren, undecorated floors with small textures that repeat as-is for the widths of a football field.

The light splotches on the floor and on that reflective wall material there (the one with the Wii-esque banding), that approximate light reflections, are pretty obvious fakes. Take note of how in the very first of "your" images in #1 there is stuff reflected on the floor that completely mismatches what you see above the floor. It's not only a fake, it's a cheap fake, and as I said before, Quake 3 engine, very first edition, had a "vertex shader" subsystem that you could use to do exactly that, and better.
(and no, it didn't require any fancy hardware support)

Ignoring for a while that they stand out as anything in a composite bullshot image would, the characters must be rendered with a "skin" material even more wrong than the one that ships with Doom 3, the game (!=the engine's limits). It doesn't even look like diffuse+specular because the characters are lit with a constant intensity. It's at the most ambient+specular, IOW a sad joke.

Chronicles of Riddick: Escape From Butcher Bay on the first XBox outdoes this game in all sub-disciplines of graphics technology. Just let Shadowrun rest. Touching it makes your hands stink.
 
Shadowrun is one of the most bland (artistically and technically) titles I have seen from a 1st party in a looong time. Edit: Ok, there was UT, but that too fit into that rare category.
 
There is nothing, not even a hint, of any technique that would use HDR rendering. Maybe they render to an FP10 buffer, who knows, who cares, it's not taken advantage of in any way, shape or form. It doesn't even implement these irritating glow effects. I suppose it will forever remain a mystery what causes you to laud Shadowrun's HDR qualities when it clearly has none.


HDR is used. Here is some shakeycam level walk-thru footage of the Powerplant map.

http://www.youtube.com/watch?v=8-YHWSWP0V0

According to Shadowrun developer blogs, Parallax Mapping and advanced particle systems are some of the technologies the graphic engine is capable of. The game will have plenty of bells and whistles as far as engine technology goes.
 
HDR is used. Here is some shakeycam level walk-thru footage of the Powerplant map.

http://www.youtube.com/watch?v=8-YHWSWP0V0

A shaky cam should not be taken as proof for HDR since the video camera itself does not accurately capture the real world, and may be doing some adjusting in the dark surroundings making the monitor seem really bright.

For example, people were mistaking simple brightness in the Halo 2 CES videos for HDR rendering when it was pretty clear that it was not present (I and others who actually played it there confirmed it).
 
According to Shadowrun developer blogs, Parallax Mapping and advanced particle systems are some of the technologies the graphic engine is capable of. The game will have plenty of bells and whistles as far as engine technology goes.
Source is also capable of plenty of effects that didn't get implemented into Half-Life 2, whether for lack of development time, or insufficient hardware resources (or coding efficiency) at the game's launch.
 
A shaky cam should not be taken as proof for HDR since the video camera itself does not accurately capture the real world, and may be doing some adjusting in the dark surroundings making the monitor seem really bright.

For example, people were mistaking simple brightness in the Halo 2 CES videos for HDR rendering when it was pretty clear that it was not present (I and others who actually played it there confirmed it).


Well I got an answer from one of the developers at FASA on the Shadowrun forum. HDR is confirmed in spades.

Hi there. I'm responsible for a lot of the graphics technology behind Shadowrun, particularly the shaders. Shaders make the world go round, as far as I'm concerned.

I don't know the specific answer to the polygons question, but I'd guestimate that each character is around 15 - 25 thousand polygons from 10 thousand vertices. Much of the character content is modeled at much higher resolution, then tools are used to extract detail from the high resolution model to the lower resolution model.

Shadowrun uses 2x multisample antialiasing on Xbox 360, and any supported level of antialiasing on PC. I can tell you that the game looks really nice with 6x MSAA on a NVidia GeForce 8800. :)

HDR lighting is such a relative term. It is easy to make your engine use "HDR lighting", but it's hard to make your game look freaking awesome by using HDR lighting. We just recently put the final polish on the post-processing systems, and I can tell you it is gorgeous in a very HDR way. The screen is dripping in HDR lighting. So the answer to your question is that the Shadowrun Engine not only uses HDR lighting - it basks in the glory of HDR lighting.

http://forums.shadowrun.com/forums/thread/35154.aspx


HDR plus 2x A.A. confirmed on XB360! On the PC with a GeForce 8800 you can crank it up to 6x.

FASA only just put the final polish on the post-processing system, which means improvements are likely compared what has been shown so far. Plus the additional time artists have had to work on levels. Remember a lot of the footage is from that X06 build, and I believe that build has been recycled at a lot of events.
 
Thanks for proving the point. The graphics person there did a fine job side-stepping the HDR question. If you think what your flic shows is HDR, say hello to two real-time, in-game screenshots wrestled from a Wii launch title. If you require further mutilation I might whip out Metroid Prime 1, Chozo ruins area exteriors. If you think Shadowrun shows signs of HDR, seeing that area will likely just burn your eyeballs out.

Nothing of the advanced graphics tech Shadowrun is supposed to have, according to you or your local FASA representative is shown off in any of the released media. I wonder what that means.
 

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Even HDR can not save the look of this game. This factory where they try to make it look not-boring by plastering it with flashy coloured lights ? Come on, it`s 2007 now not 1999.
 
According to Shadowrun developer blogs, Parallax Mapping and advanced particle systems are some of the technologies the graphic engine is capable of. The game will have plenty of bells and whistles as far as engine technology goes.

Perfect Dark Zero had parallax mapping, advanced particle systems, and a ton of other graphical features and was still a dog. Why? Because they were just tossed into the game with little thought to the art style and asset quality.

Sounds quite familiar when looking at the SR pictures...

The player models alone look very simplistic and are color depth challenged. It looks like it is using a color palette from 2003. And the world design uses very simple geometry with boring textures slapped on top and lacks detail, depth, and grit. With such a simple design you would hope for a stellar lighting and shadowing engine to really add life to the sceen, but it seems to be a very weak design and lacks artistic application. So what if it uses HDRL--about every 360 game since launch uses one form or another of HDRL. How it is applied is what counts and SR looks like it got caught in a two way tussle with Half-Life 2 and Crackdown, taking the worse elements of both (which both overall, as a package, are excellent) and using them as a springboard for their design choices.
 
I'm just a gamer, not a developer. Visually I am far from impressed. Ok, I'll just say it. It looks terrible. I'm also an old time fan of that RPG series. I have no hope left for this game, which greatly saddens me.
 
Nothing of the advanced graphics tech Shadowrun is supposed to have, according to you or your local FASA representative is shown off in any of the released media. I wonder what that means.

That probably means...

We just recently put the final polish on the post-processing systems...

Not that I like the style so far, but that's another subject.
 
My response was to Zeckensack and his implying Quake 3 had the same technology. Shadowrun takes advantage of modern up-to-date techniques. Many games have taken advantage of parallax mapping on the XB360 such as Kameo, PDZ, and Gears of War.

The big difference graphic engine wise between PDZ/Gears of War and Shadowrun is going to be A.A. combined along with HDR. Both PDZ and Gear of War use a depth of field/blur to mask aliasing but no AA.


The quality of content creation tools is paramount. As the post by the graphic developer for FASA and has been stated in blogs, FASA has worked very hard on creating very powerful tools for the content creators (artists). The numbers of released games on the XB360 using is fine, but the point is FASA has created bleeding-edge sophisticated tools to make the lighting in Shadowrun maps easier for artists to create stellar eye-popping visual looks.


Apex predator of HDR in the Xenos world = Shadowrun graphics engine
 
While the graphics in Shadowrun aren't top tier, I'm glad the devs actually made good looking hands for the first person view. Yes this is something that annoys me greatly when not done properly.
 
HDR plus 2x A.A. confirmed on XB360! On the PC with a GeForce 8800 you can crank it up to 6x.
I don't think any GF card can do 6x AA of any sort (MS and/or SS). He's mixing up ATI's (current--I believe R600+ will offer AA samples in multiples of 4, like G80+) 6x with NV's hardware. He meant either 8x or (more likely) 16x, as I doubt the game would limit the max # of samples the hardware offers.

It'll be interesting to compare FP10 (likely for X360, especially with AA) to FP16 (PC, or at least NV) from an IQ perspective.
 
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