The Order: 1886

Over 100,000 for four main characters? Not bad at all, that's far more polygons than even the highest characters last gen, it beats Ryse's single main character by some margin too as well(around 80,000) which was only twice as high polygon count wise as a single normal helgast soldier in shadowfall(40,000)

Of course that's the law of diminishing returns right? Super Insane models like the character models from tech demos like Agni's Philosophy(1 million 300 thousand for Agni according to SE), Dark Sorcerer(about a million for the old man, 400-500,000 for the Elf according to QD), and Infiltrator run about a million poly's each. That's around the same polygon count as models from actual CG movies like Advent Children.

But with the right amount and combination of shaders, texture density and post processing, you can fake that kind of quality with 1 tenth the amount of polygons this early on. And then of course we have ND actually hiring for people who can actually create million polygon character models a while back. I think we're in for a lot of interesting things this gen.

Can't wait to see what the next Tekken or Soul Calibur looks like, Guilty Gear Xrd already looks crazy and that's cross gen and on UE3
 
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The visuals are simply outstanding! My god! :oops:
Such a gorgeous painting-like rendering, and such an atmospheric setting.
Well done MJP and the rest of the team...well done!
I hope the story, dialogues, situations' variety and pacing prove to be of the same caliber. Now The Order has officially become my most anticipated title.
 
i wonder how many of those polys are on that fully modeled golden string thingy alone...
 
Since there is not Gamersyde video, I watched the screens there.

BEautiful, beautiful art direction and fantastic job by the tech to support it. Still images seem to have a lot of grain, and some walls show their poly edges, I hope it is not too much in the face during actual gameplay in motion.

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PERFECT marriage of tech and art :p ! This is how its done ! Perfect mood, Perfect cohesive colour palletes, perfect silhouttes....perfect everything ! These guys need all the awards for creating the most cohesive visuals ever. Nothing is out of place !

I pray the game itself is as mysterious as the visuals suggest and goes on to become the next great franchise ! Kudos guys ! Super congrats MJP, you guys made my day ! Just make sure the game is solid 30fps, I want 60,, it seems like a fast paced game but make sure it doesn't dip below 30.
 
This is absolutely what I wanted from nextgen visuals, 1:1 pixel 1080/30fps with graphics pushed to the eleven! Also being a single player only and strong narrative focused game is right up my alley:), no f2p BS, no always online requirement, just a pure cinematic experience one can enjoy without a rush on a big TV when you get back from work.

Also not only are the models this high poly, the lighting and shaders are exactly the same quality as the cutscene which further moves up The Order from the rest. Quite amazing indeed.
 
Don't know if brick walls are tessellated or not, but every brick has it's own edge as opposed to the flat textures we are used to seeing.
 
It's a bit weird they didn't use POM for this game considering the amount of resource they saved from the black bars. Even a lot of last gen titles use POM quite liberally such as Killzone 3, UC2&3, PDZ. But then again this is still early from final packaging.
Maybe even take away the 4xMSAA and use FXAA instead for extra POM performance?
 
It's a bit weird they didn't use POM for this game considering the amount of resource they saved from the black bars. Even a lot of last gen titles use POM quite liberally such as Killzone 3, UC2&3, PDZ. But then again this is still early from final packaging.
Maybe even take away the 4xMSAA and use FXAA instead for extra POM performance?

It's a (bad) joke, right? :oops:

FXAA is a disease and must be eradicated from the game developers world!
 
Maybe even take away the 4xMSAA and use FXAA instead for extra POM performance?
Even assuming that that's a plausible performance compromise, thin objects shimmering and general IQ consistency might be a huge deal for a game pushing hard for a "filmic" look.
 
I believe in this case 4xmsaa isn't that big of a factor if you have good object motion blur, DOF and lens distortion to hide the shimmering, not to mention the thick fog on top of everything. FXAA or some better version of post AA should do the trick in my book. Then you would probably saved up 10-15fps worth of performance on other things such as POM and then some. I believe the pros should outweigh the cons way more. MJP can correct me any time though.
 
why not using parallax mapping for brick walls, is it performance heavy ?

POM will still look flat from extreme slant angles. Displacement is the only way they can make them look like bricks even from oblique angles, but then that adds tonnes of geometry.

These were the very walls I mentioned in my post. The poly edges show in the broken walls.They look too poly starved. Hope it gets polished over time, but i heard The Order has larger open areas in the game, so maybe we will see such stuff in the final game too.
 
Arguing about the bricks from an old build of an unreleased game? The game isn't due until the end of the year if not 2015.
 
^Discussing, not arguing :) and frankly thats only blemish in there. Other complaints are more down to whether you like a particular post effect or not. I am a Chromatic aberration hater in every game, there's a thread in the PC section and I hated it openly for its implementation giving me headaches and de focussing my eyes, but here it is used to cover up edges, hide aliasing etc and blends so well, I don't see it in motion.

The team at RAD, art director, tech director et all: I :love: U !
 
POM will still look flat from extreme slant angles. Displacement is the only way they can make them look like bricks even from oblique angles, but then that adds tonnes of geometry.

These were the very walls I mentioned in my post. The poly edges show in the broken walls.They look too poly starved. Hope it gets polished over time, but i heard The Order has larger open areas in the game, so maybe we will see such stuff in the final game too.
Even if POM still looks flat at extreme angles, it's still much better than normal maps. Low resolution textures don't help either.

Arguing about the bricks from an old build of an unreleased game? The game isn't due until the end of the year if not 2015.
So what if it's an old build? POM is something we saw in launch games last gen and it's not a feature developers add at the last minute.
 
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