The Order: 1886

Interesting - I was just playing this more this week, really enjoying it. Story is definitely better tag in most games so far (not saying much), just got to Chapter Vii or so.
 
Well, this one here: http://i.imgur.com/yYbJbOf.jpg is a good example of 'there's no replacement for displacement'; or in other words, the lack of geometry detail really shows here.
Although as far as I know, the game's cutscenes do not feature such extreme close-ups...
What is this?

A texture for ants!?

How can compute units be expected to filter textures if they can't even fit inside the cache?

I don't want to hear your excuses!

The cache has to be at least....




........Three times bigger than this.
 
jkdqkp.jpg


lwusvp.jpg
 
difference between cutscene and gameplay, or should i say lack off difference

Shadows feel better; they're probably able to focus the shadow camera's frustrum much better during cinematics. Assets and shaders and all do seem to be the same, though.
 
I hate games which feature characters with lots of polygons for the head and nothing left for the rest of the body.

That doesn't make sense to me. The face is the single most important visual element of any (humanoid...) character, the focus of expressing emotions, and our entire brain is incredibly good at processing this information. Even if it's not a close-up in a cinematic, the face should get a lot of attention.

Sure it doesn't mean that it should consume 90% of the poly/texture budget, but it absolutely requires a lot of attention.
Second most important would be the hands.
 
yes i'm ok with more polygon budget for the face if it's not too unbalanced, btw the order does that, and i thought bodies were composed of more polygons before checking them closely with photomode.
 
Let's say Drake in UC4 is about 100K polygons and the head is about 20K - that'd be a good balance IMHO. The head is about 1/7.5th -1/8th of the total height of a man, not sure about the actual surface area though; but it's still a good distribution for a guideline. We might even get to see characters this gen with head models detailed enough to move most of the facial deformations into actual geometry instead of normal maps.
 
I've just learned that Guitar Hero is making a comeback this year, so... anything can happen?
 
One more note to explain the polygon count issue... Both games and movie VFX tend to be conservative with geometry and use a texture based approach for fine detail. Games use normal maps (where the big disadvantage is that it can't provide silhouette detail) and movies use displacement maps. Using actual geometry is important when you also want to have detailed deformations; basically, enough vertices to define a vast amount of different shapes and forms. So you want to localize geometry detail on characters for the parts with the most complex deformations, which are the faces and the fingers (however, toes are usually not as important ;) ).

The major difference between games and CGI is that offline can afford to go all the way not only on these, but also on clothing and - on mostly naked characters - bodies. But even in these cases, it's more important to get the larger forms and shapes right, so games can get away with moderate detail as long as the silhouettes are reasonably OK.
 
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