The Order: 1886

The Order Is delayed to Early 2015 :(

Playstation Blog said:
As we look to bring this experience to the players, we have decided to spend some extra time to deliver on the promise we made when we first introduced the game. As such, you can expect The Order: 1886 to come exclusively to the PlayStation 4 in early 2015..

Link
 
Man the lighting and skin shaders in this game are out of this world, the SSS is the best I've seen. Looks like RAD is also using some gpu particles. Such a shame the game is delayed :( tho, was really hoping to get my sweaty hands on it this year.
Did I mention this game is like rendering 30 CGI frames per second? Simply astounding visuals.
 
2015 will be packed with a ton of must have games. Uncharted 4 and this in the same year, who will win the most cinematic award? :)
 
Kotaku has an interview with a developer about framerate.

Dana Jan said:
Until the end of this system [the PS4], most people won't have any clue how to make that run 60 and look like this
As good as the game may look (and it does look ridiculously good), people should abstain from this kind of comments IMO.
It's one thing to be confident, but it's another to be too cocky.


Here's an interesting snippet that will fit into many framerate discussions in this forum:
However, during development, there are hard choices to be made between higher quality graphics and framerate. And we want to make the right choices that reflect our commitment to providing you with the best looking games out there. To that end, our community team did some research into the question of framerate. The results perhaps confirmed what I've known for a long time, but found it difficult to accept without evidence. They found that:

- A higher framerate does not significantly affect sales of a game.
- A higher framerate does not significantly affect the reviews of a game.

And in particular they found that there was a clear correlation between graphics scores in reviews (where they are provided) and the final scores. And they found no such correlation between framerate and the graphics scores nor the final scores. As an interesting side-note, our team also found no direct correlation between gameplay scores and final scores, however it does appear that gameplay scores are also influenced by graphics scores. i.e. Better looking games appear to be more "fun" to reviewers, in general.
 
Here's an interesting snippet that will fit into many framerate discussions in this forum:

However, during development, there are hard choices to be made between higher quality graphics and framerate. And we want to make the right choices that reflect our commitment to providing you with the best looking games out there. To that end, our community team did some research into the question of framerate. The results perhaps confirmed what I've known for a long time, but found it difficult to accept without evidence. They found that:

- A higher framerate does not significantly affect sales of a game.
- A higher framerate does not significantly affect the reviews of a game.

And in particular they found that there was a clear correlation between graphics scores in reviews (where they are provided) and the final scores. And they found no such correlation between framerate and the graphics scores nor the final scores. As an interesting side-note, our team also found no direct correlation between gameplay scores and final scores, however it does appear that gameplay scores are also influenced by graphics scores. i.e. Better looking games appear to be more "fun" to reviewers, in general.

Well of course, since great gameplay is made even sweeter when the gameworld is stunning. Does not surprise me one bit.

Framerate on the whole is only really important in FPS, Sim racing games, fighters and VR imho. For TPS games which are usually slower paced (since modern TPS games often have cover systems) 30fps is more than adequate. Just keep a solid framerate and you'll keep folks happy.
 
Here are directfeed screenshots provided by Gamersyde, we are beyond "borderline CGI" territory by now:

image_the_order_1886-25122-2752_0005.jpg

image_the_order_1886-25122-2752_0011.jpg

image_the_order_1886-25122-2752_0012.jpg

image_the_order_1886-25122-2752_0001.jpg

image_the_order_1886-25122-2752_0007.jpg




edit - screengrab from the gametrailers video, dat sub-surface scattering on the ear...
iAI8wZn2DwAiz.png
 
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Seems like they have a "mark and execute" system in place, but without the marking.

Anything but the foreground looks super blurry too.
 
http://kotaku.com/a-developers-defense-of-30-frames-per-second-1580194683

"60 fps is really responsive and really cool. I enjoy playing games in 60 fps," Jan told me. "But one thing that really changes is the aesthetic of the game in 60 fps. We're going for this filmic look, so one thing that we knew immediately was films run at 24 fps. We're gonna run at 30 because 24 fps does not feel good to play. So there's one concession in terms of making it aesthetically pleasing, because it just has to feel good to play.

I agree. At 60fps immersiveness would take a big hit.
 
I saw shimmering jaggies on door frames. What good is 4xMSAA if that still occurs? I don't remember encountering anything like that in Infamous with its wonderful SMAA. Maybe they should drop to 2xMSAA or altogether even for a high quality SMAA?
 
I saw shimmering jaggies on door frames. What good is 4xMSAA if that still occurs? I don't remember encountering anything like that in Infamous with its wonderful SMAA. Maybe they should drop to 2xMSAA or altogether even for a high quality SMAA?

Infamous is also full of specular aliasing on metal surfaces on certain angles, although it does go away when camera is moving [good temporal AA].
 
Infamous is also full of specular aliasing on metal surfaces on certain angles, although it does go away when camera is moving [good temporal AA].
That doesn't make much sense; temporal AA works best when the image is static, since accurate reprojection is easier (Halo Reach's implementation only antialiases ~static parts of the image, for instance, since it doesn't reproject at all).
 
Here are directfeed screenshots provided by Gamersyde, we are beyond "borderline CGI" territory by now:

edit - screengrab from the gametrailers video, dat sub-surface scattering on the ear...
iAI8wZn2DwAiz.png

a complete marvel to look at - has my vote for best looking game to date.
 
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