But.... there are calm days even in Endor's jungles!
Hello? PlayStation 2 called and wants its foliage effect trickery backThere's a fair bit of subtle movement. Which make we wonder if that couldn't be faked with a post effect to move bits of foliage around a few pixels?
Full on geometry processing has a higher overhead. If you can get a very similar effect at a tiny fraction of the cost, it's worth considering. Realtime graphics is always about the best fakes to get the most from your limited resources (ignoring budgets).I don't know what foliage system DICE use but SpeedTree has supported per-tree wind for a while.
Full on geometry processing has a higher overhead. If you can get a very similar effect at a tiny fraction of the cost, it's worth considering. Realtime graphics is always about the best fakes to get the most from your limited resources (ignoring budgets).
Full on geometry processing has a higher overhead. If you can get a very similar effect at a tiny fraction of the cost, it's worth considering. Realtime graphics is always about the best fakes to get the most from your limited resources (ignoring budgets).
Hello? PlayStation 2 called and wants its foliage effect trickery back
Hopefully with plant/wind effects being pretty prevalent in other games this gen - Assassin's Creed IV and Unity, WATCH_DOGS, GTA V, Dying Light, Tomb Raider DE, The Last of Us Remastered, Shadow of Mordor, Witcher 3 (from what's been shown), Uncharted 4 (from what's been shown) - that they won't have to fake too much. I don't know what foliage system DICE use but SpeedTree has supported per-tree wind for a while.
Explosion or vehicles that don't have an impact on the vegetation/flora would be less believable IMO than the lack of wind.
Yeah...I actually was very much disappointed when playing Crysis and Warhead and noticing how you could gather...which you had to gather because the game's flawed system set up of not really trying to display all explosions and such...but yeah trees and bushes didn't burn despite all the hype.
I don't recall that ever being a feature of Crysis that was hyped. And who the hell cares what it's flaws where anyway? It was years ahead of anything else out at the time - moreso that any other game has been since (aside from maybe BF3). It's fairly petty to start nitpicking at it (which is also how I feel about the whole "no wind" argument for Battlefront).
Its a fair point to make as a flaw...I still have the many print PC magazines that claimed Crysis was gonna usher a new era and make consoles look ancient when there was just hyperbole marketing, lies in marketing, and worse the fanboys backing up and adding to the hyperbole and lies.
Maybe if things had been different and Microsoft had based the Xbox 360 on a 666+ million transistor GPU like the Radeon 3870 or 4870 and standardized their proprietary Dx10 API and all claimed features.
BF3 was a mature effort, DICE really went all out to make sure their 3d engine targetted each platform's strengths while PC benefited only because their Frostbite 2 engine came nearly five years after Crysis.
I can't complain about "no wind" on Battlefront because it is just a simple teaser trailer...hell even Killzone 2 had two pre-Alpha trailers in real time.
But if people are gonna be so anal about wind, we might as well point fingers at Crysis and its fireproof tropical tree forrests.
Ummm, Crysis DID make consoles look ancient. The fact that CryEngine didn't take off is due to the bad development tools available to it (compared to UE) and the lack of multiplatform capability (compared to UE). By the time Crytek addressed those issues UE was firmly entrenched as the defacto multiplatform developement engine even if it was inferior to CryEngine, and there were cheaper alternatives (Unity) available to the market as well.
Regards,
SB
I think the problem is that you confused the marketing of Crysis (flexible and destructible vegetation) with that of Far Cry 2 (burning vegetation).But if people are gonna be so anal about wind, we might as well point fingers at Crysis and its fireproof tropical tree forrests.
It's both, actually. But as Crytek learned, it's a bad idea to have super high quality settings for a game right in the options menu because players who max them out will complain the game is unoptimized.Lack of...whatever...just excuses... lets not kid ourselves. Crytek chose the holy grail of being a benchmark tech demo instead of an actual working and competitive videogame experience.
I think that was a blunder with the reporting because the ocean was being rendered in wireframe mode, but not during actual gameplay.If I really wanted to be a jerk there is that scandal about how a tech site from Europe found that the CryEngine 2 was still rendering the ocean and super high polygon road blocks helping to force the "slow down of the framerate" (by forcing the rendering of polygons that are not seen but covered under layers of ground textures) and making people with some awareness that a fast one is being pulled...no disrespect or offense to Crytek but the idea of advanced is muddy with other tricks to make a benchmark which the hope was to generate more hype and it is sad that many still believe such old hype because of a pretty face and all is forgiven.
I think the problem is that you confused the marketing of Crysis (flexible and destructible vegetation) with that of Far Cry 2 (burning vegetation).
It's both, actually. But as Crytek learned, it's a bad idea to have super high quality settings for a game right in the options menu because players who max them out will complain the game is unoptimized.
I think that was a blunder with the reporting because the ocean was being rendered in wireframe mode, but not during actual gameplay.
Although it's true that sometimes Crytek hypes some engine feature that never makes into the games such as realtime ambient maps in the case of CryEngine 2 and light propagation volumes (with specular reflections) in the case of CryEngine 3.
Corridor design?I never played nor did I ever really notice Far Cry 2 besides benchmark graphs mention (and being disappointed with Far Cry 1 and the franchise)
So no confusion, have plenty of "dx10 and Crysis 1" print magazine hype and did read constant mention...online to this second that still attributes Crysis 1/Warhead with magical powers.
Burning trees is hyperbole however my main meaning had more to do with the wide huge corridor design getting in the way of actually experiencing the huge explosions and physx due to having to manually set up and gather...unless a modder managed to set it up and that nulls the idea.
What do you mean locked out?I never implied anything about "unoptimized"
Perhaps PC review sites and PC gamer sites are just way too biased and fanboish to do in depth analysis (and retro-analysis) and investigation instead of either perpetuating the hype or becoming negative.
The comment you imply seems to originate from dissatisfied elite PC gamers who perhaps posted in online forums with sigs boasting their 3x $600/$500 high end graphics card set ups during 2007 to 2009
Also note I am not being negative nor anti-Crysis 1/W however I have played the campaign several times with different cpu/gpu config.
The main point being it was super stressful S.M. 3.0 locked out to certain os/hw configs of the time.
I must clarify that the reporting about the tesselated road blocks and ocean was about Crysis 2. The winter effects performance issues you talk about are from Crysis 1.The alleged render ocean and super high polygon concrete road blocks in the report sure needs some more analysis.
I've noticed some tech demos that under wintertime mode switching do exhibit drops and dips in framerates.
I think it delivered for the most part.That initial hype train permeates to this day in the most perpetual of manners and often unquestioned.
I don't think the teaser was anywhere near alpha. The AT-ST models weren't even textured.However back on topic, Battlefront stands to build or add upon the already laid bricks of Battlefield 3, BF4 and Battlefield Hardline amd perhaps Need for Speed the Run. Specially because the latter had to do with the sensation of speed.
I have been reviewing the PC versions in single player campaign and maximum graphics. Noting the graphics effects and combined scene action to build a personal expectation for what eventually will be made (thinking of the star wars films and that this will be a game franchise/sequels/variations)
I don't have high hopes or expectations but whatever is near-alpha should display a bit more than the teaser.
High speed motion sense on speed bikes and the sense of danger from the films and I just don't feel the trees or leaves swaying will be noticed unless one completly stops to gawk around...
This is something I can say from high speed arcade games...although they are now ancient in a way.
Umm, has no one played Battlefield 4?
On maps like Parcel Storm there's heaps of foliage (trees, shrubs etc) blowing about wildly in the storms that hit the map as the round goes on.
Corridor design?
What do you mean locked out?
I must clarify that the reporting about the tesselated road blocks and ocean was about Crysis 2. The winter effects performance issues you talk about are from Crysis 1.
I think it delivered for the most part.
I don't think the teaser was anywhere near alpha. The AT-ST models weren't even textured.