Billy Idol
Legend
Is this going to be another "if you don't like it why are you here" type of argument? Oh and the clipping happens at frame 33 in that GIF.
No, not at all. Just curious! Thanks...will go through it...
Is this going to be another "if you don't like it why are you here" type of argument? Oh and the clipping happens at frame 33 in that GIF.
Aren't those her feet (shoes) passing through the cloak?
At the very end, you can't miss it. The cloth passes completely through the leg. I supposed mesh-level collision is asking way too much, and collision with box-like scenery is as good as we'll get for a while.
Probably more a factor of your monitor setup.On that note, graphics are very dark. Could that also be a factor in enhancing the graphical look?
First parties yes, but RAD are third party. I doubt third parties get as much slack as Team ICO and Polyphonic - which admittedly borders on the ludicrous."When it's ready"? Sony have a track record of allowing devs to take their time.
Perhaps the promise of DLC announced nearer the time? That'll also make people think twice about swapping or trading in - assuming the enjoyed the main game, of course.Uncharted was a huge hit, but I wonder if the single player only aspect will damage this game? Will people sell it on once they're done with the story.
I think it would help if they used simpler collision meshes. The more detailed the mesh the more places it can fail.I told you guys that realtime cloth simulations aren't going to be easy to get completely robust. The current offline simulation tech is breaking down often enough and many times it's just easier to fix it with some trickery instead of tuning the parameters for the given shot... Solving such problems in real time with an all-purpose model is going to be a very though challenge.
Still, people are more forgiving with games about these kinds of problems. Intersecting limbs and such are also ignored for the most part, too.
Good point. Although still a second-party title and Sony aren't going to want to release something that doesn't meet their QA criteria I suppose. If the dev wants a 3 month extension, I imagine Sony will give it.First parties yes, but RAD are third party.
Again, watched with the room light on and I can't make out any of the detail in the shadows. Turn the light off and the lighting is very realistic with the detail very clear. I think the gamma/brightness is set for viewing in a cinema type situation and in game will have options to calibrated for personal preference. I certainly don't think the dark is being used as a mask for lower quality assets. The detail is definitely there.I doubt my CRT monitor is the cause.
In this case I guess the darkness helps by making the lighting appear more moody instead of flat as would happen in more brightly lit scenes. Also, it allows the brain to fill in the blanks to complete the picture which adds to the immersion.
http://a.pomf.se/ywjtku.gif
Perhaps the problem is the mesh is too simple? If there aren't enough points on the mesh to collide with the leg, it could pass between them. I guess they have a collision/flow mesh and tween the visible mesh accordingly.I think it would help if they used simpler collision meshes. The more detailed the mesh the more places it can fail.
At least there's motion there. The Order looks blurry even while the camera is static.
I still don't get the hype ,backgrounds in the firefights looks like in ps360 game(may be a little bit better) ,no tessellated walls etc
I don't think they do it on purpose to hide lower quality assets. Rather, their artistic vision has the unintended but positive effect of hiding artifacts and other issues of the picture (like low resolution textures).Again, watched with the room light on and I can't make out any of the detail in the shadows. Turn the light off and the lighting is very realistic with the detail very clear. I think the gamma/brightness is set for viewing in a cinema type situation and in game will have options to calibrated for personal preference. I certainly don't think the dark is being used as a mask for lower quality assets. The detail is definitely there.
Well I didn't mean the cloth to be simpler (though that would help too maybe) but the collision mesh of the character (in this case, the leg).Perhaps the problem is the mesh is too simple? If there aren't enough points on the mesh to collide with the leg, it could pass between them. I guess they have a collision/flow mesh and tween the visible mesh accordingly.
Agreed. And adding more color would also ruin the look given the setting.Dunno, I think the softness and grain works pretty well here, especially given the setting and timeline. As a side effect it helps in giving off that CG feel.
That'd completely ruin the aesthetic. The game's styled that way for the same reason many movies and TV programmes reduce the saturation, especially in the less happy moments. The drab colours help encourage a drab feeling in the player, setting them in the universe.Too blurry. Too washed out. Not enough colors and contrasts.
That'd completely ruin the aesthetic. The game's styled that way for the same reason many movies and TV programmes reduce the saturation, especially in the less happy moments. The drab colours help encourage a drab feeling in the player, setting them in the universe.
Obviously, not everyone's going to want escapism in a dreary grey's of a smoky London (or damp Welsh hills, or concrete Birmingham), but it's pretty much essential to the artistic style and mood of the piece. More colours would just clash. Yeah, it'd work as a computer game in the conventional style, but it'd be a very prosaic computer game rather than a (would be) novella.