Saw this posted on gaf a comparison before downgrade and after?
Seems to have some nice lighting and skin improvements.
Before:
After?
I find it strange that game at 900P can have such a lack of jaggies.
We have to rewrite the meaning of downgrade.
This is a lesson in less is more AFAICT
Ummm...he is the main character in a TPS game, always near the screen, what LODs does he go thru? and why remove max detail ?
ok. I just saw this on my twitter. Looks like it already being discussed here.
This was my response to Cevat:
Why remove max possible detail if not performance issues? or is it just a remodel for the final game? I still don't get the LOD point, why not LODs if it means a more detailed character in close-ups?
They saw lower polys and improved shaders. If those two things are related, then there is your answer.
Exaclty, why is he bringing in the LODs into it ? You lowered the polys, got some performance into th eshaders and looked better. Good !
Ok, I get it. WIth higher poly Titus on screen, they weren't able to get the shading they wanted. So, now he is lower poly Titus always. So, no more LODs.
Maybe having only the 85k lod stabilized frame times better given how the execution moves zoom in and out?
Or at least the geometry processing.
If I model a cube using 600 triangles, and then realise I can model the same cube in 12 triangles, is that a downgrade? No, it's an optimisation.Funny thing is people will call it a downgrade, where it's possibly an upgrade visually, or even works out the same but performance is better.
See lower number therefore that's all that count, without taking into account the other changes.
example: http://gearnuke.com/ryse-downgrade-officially-confirmed-crytek-ceo/
If I model a cube using 600 triangles, and then realise I can model the same cube in 12 triangles, is that a downgrade? No, it's an optimisation.
In some ways, humanity's invention of numbers has more to hamper understanding than aid it.
People prefer to look at numbers and perform primary-education level comparisons than look at actual results.
Edit: I'll add that for PR, developers should start pulling Scotty's. Lie about what they are doing in the beginning, and then reveal mass improvements. Claim a feature is dropped because it's too complicated for current hardware, and then show it added and claim you're developers are geniuses extracting more performance than the machines are physically capable of. Show the world low grade models, and then claim to have tapped the hidden, special power of the console when you reveal the high quality (originally intended) models.
Darn!! The "After" picture has a richer background, lights, rain, better sky...Saw this posted on gaf a comparison before downgrade and after?
Seems to have some nice lighting and skin improvements.
Before:
After?
If I model a cube using 600 triangles, and then realise I can model the same cube in 12 triangles, is that a downgrade? No, it's an optimisation.....
If I model a cube using 600 triangles, and then realise I can model the same cube in 12 triangles, is that a downgrade? No, it's an optimisation.
In some ways, humanity's invention of numbers has more to hamper understanding than aid it.
People prefer to look at numbers and perform primary-education level comparisons than look at actual results.
It's an optimisation based on what they saw as the development process went on.Well obviously Crytek saw some merit for using 150k at the beginning , all those polys were there for a reason .
If they kept the 150k and add better shading + no LODs yes , that is optimisation .
Now it's a trade off .
That's a different take. If you think about it I'd take 85k polygons with a single unchanged LOD all the time rather than 150k polygons and different LODs any time of the day -so the 150k polygons would be nice to have :/. (Forza 5 cars only have one LOD for instance)Well obviously Crytek saw some merit for using 150k at the beginning , all those polys were there for a reason .
If they kept the 150k and add better shading + no LODs yes , that is optimisation .
Now it's a trade off .
I think so. Sometimes I just think it is too good to be true indeed. I am not sure that image is running on Xbox One hardware.It's an optimisation based on what they saw as the development process went on.
You could argue that originally they balanced it wrong and the quality was worse.
Simple example, if a scene had 1 million triangles in it when they started development, but only half could be seen, so they got rid of the ones that could not be seen, is that an optimisation, or a downgrade?
The point is does it look better, worse, the same, or just different?
If it looks a lot worse then its a downgrade.
If it looks marginally worse then you may be able to argue it's a trade off.
I'm far from an expert when it comes to comparing things like this, but to me the after picture actually looks better.
I'm far from an expert when it comes to comparing things like this, but to me the after picture actually looks better.
I'm not certain about those pictures ... is the second one from a recent event ? The first picture is from E3 , ok ...
It's obvious the second pic have a lot more background detail , it's more "busy" , so that's a good thing . Also the face looks better ? Or maybe it's a lighting change ?
I miss the metalic sheen though and the textures are of lower quality .