Sweet new DOA4 Screens

DemoCoder said:
Those are hacks, not true soft shadows (e.g. self shadowing, shadow other characters) They are most likely either projective shadows from a single lightsource to the floor, or flipbook shadows. They are not a true soft shadow solution as in UnrealEngine 3. Even if you go as far back as 2D fighters, they had "soft shadows" underneath them.

I wouldn't include self shadowing and shadow other characters as soft shadows. if that was the case doom 3 has soft shadows

I think what you want is dynamic soft shadows
 
Well there are new pictures of some of the environments here: http://www.xboxyde.com/news_2324_en.html

One which is a remade DOA:U stage!! Looks almost photorealistic now! I've taken a direct screen grab of the DOA:U stage to compare it to this blurry picture from DOA4. While not a perfect comparision, I think you can clearly see how much it's improved. Looks amazing:

DOA:U Vs. DOA4

914836_20040723_screen03.jpg
doac1.jpg
 
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Hardknock said:
Well there are new pictures of some of the environments here: http://www.xboxyde.com/news_2324_en.html

One which is a remade DOA:U stage!! Looks almost photorealistic now! I've taken a direct screen grab of the DOA:U stage to compare it to this blurry picture from DOA4. While not a perfect comparision, I think you can clearly see how much it's improved. Looks amazing:

DOA:U Vs. DOA4

http://img.photobucket.com/albums/v333/hardknock/914836_20040723_screen03.jpg
http://img.photobucket.com/albums/v333/hardknock/doac1.jpg
I dont see mch difference if you ask me.They both look superb but on similar levels
 
Nesh said:
I dont see mch difference if you ask me.They both look superb but on similar levels

There is a *HUGE* difference, The tree's in the DOAU are probably around 20 alpha polys. 20 poly's per tree is unimpressive. playstation 1 stuff. :)

The geometry count in the DOAU pic looks about 25,000 polys' with the rabbit and the bridge taking 50% of the count...probably about 1 million polys per second.

DOA4 pics looks around 6,000 polys per tree and the bridge has increased polys + bit depth + reflections + probably pushing 12 million triangles per second.

10x the rendering + effects, nice stuff. :)
 
At this point that could be due to a couple things.

1) time constraints
2) art decision
 
I think the shading on Ryu's suit shows how much skill they have, that is as good as it gets right there, I've never seen an in-game character with gfx like that.
 
DeathKnight said:
I thought Itagaki already explained a long time ago that it's an art decision.

But aren't plastic doll meant to show some sub surface scattering to some degree ?

Anyway I thought DOA4 graphics aren't great that I would go 'WOW' but it isn't bad that I would complain.

However, is getting hit by a car still in the game ? That bit I dislike very much.
 
DeathKnight said:
I thought Itagaki already explained a long time ago that it's an art decision.
Yeah, but he's also got these characters in pre-rendered endings with proper shadows and skin shaders. I understand him not wanting to have them look realistic, but the in-game graphics are missing a lot of the effects from the CGs, so I don't buy "art direction" as an excuse for stuff like no self-shadowing.
 
DemoCoder said:
It still doesn't excuse the piss poor attention to skin detail in the main attraction of the game: the characters.


I agree about the skin, but I would really like self shadowing first and foremost.
 
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