The Order: 1886

I'd say they chose the right compromise and found the perfect balance, having all the techniques doesn't mean jack if you have to scale back on geometry, textures, LOD etc. It's like Crysis 3 or Killzone Shadowfall, both fill the checklist more but neither look remotely as good as The Order in the final render. This game just has that CGI oomph almost in every frame and is the first current gen game to look head and shoulder above the rest.
Such hyperbolic statements never lead to anything good. I think we all know that by now.

Also, PBS was already implemented to a high degree in Crysis 3.

Slides 47 to 63:
http://www.crytek.com/download/gdce2013_shining_the_light_on_crysis_3_donzallaz_final_plus_bonus.pdf
 
I think they have made good compromise. They are not the best for GI lightning Drive Club or The Tomorrow Children or UC4 or Crysis 3 are better but baked GI gives very good result (AC Unity, Infamous, Infiltrator UE4 demo...)

I think choose Forward + rendering and 4xMSAA is important too. Good AF too. Real-time rendering consist to find the best compromise for each game.

PBS, Artist and material work is a masterpiece. And it seems the game have a stable framerate. Great graphic programmer work too
 
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Isn't Forward + just what was otherwise referred to as deferred lighting (with a forward render) in the past ?
 
Isn't Forward + just what was otherwise referred to as deferred lighting (with a forward render) in the past ?
We have some threads about it around here. Traditionally It does forward rendering and computes and extra step called a depth pass or something which causes geometry to be run twice. After that step it breaks the whole screen up into tiles IIRC and performs lighting like a tiled based solution. So instead of incurring a penalty on memory footprint, it incurs it on double geometry. Forza Horizon 2 uses clustered link lists on the lights to bypass the depth buffer, but not sure how that may have impacted other features down the line. I guess we'll have to wait to see forza 6 to find out.
 
And if they don't need dynamic GI and day and night cycle they have done the right choice and never forget baked GI is a constraint for artist. They need offline rendering to see the result of their work...

Drive Club needed dynamic GI because of the day/night and weather system.

Game don't need to tick a serie of technical checkbox...

And never forget something you can do a visually appealing game with a rendering engine not pushing the limit of a machine and great artist but one of the best rendering engine without good artists and good artistic direction will never look good.

I never said RAD engine is average it is among the best...
 
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Such hyperbolic statements never lead to anything good. I think we all know that by now.
Surely we're all capable of interpreting a hyperbolic statement as a personal impression about the graphics.

When there's enough people with the same impression, doesn't it support it as a reasonable position?
 
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Killzone 2, another game considered to "look like CGI", is futuristic but also uses heavy amounts of post-processing blurring.

Now I remember that the footage of Star Wars 1313 also used chromatic aberration but the actual blurring effects were very moderated.

No the blur comes from both the Quincunx AA solution which has been well documented, as well as the fact that they were intnetionally going for a look which emulated the original BS CGI video Sony released at that infamous E3 showing.
 
Interesting that The Order 1886 is only £49.99 on the UK PSN Store, which is £5 less then most new full priced games.

2015-02-09%20The%20Order%201886%20PSN%20Preorder%20Price.png


Does anybody know the install size? Usually this is visible as part of the information for digital game purchases but it's strangely absent from the PSN Store.
 
Interesting that The Order 1886 is only £49.99 on the UK PSN Store, which is £5 less then most new full priced games.

2015-02-09%20The%20Order%201886%20PSN%20Preorder%20Price.png


Does anybody know the install size? Usually this is visible as part of the information for digital game purchases but it's strangely absent from the PSN Store.

I think I saw a ~50+GB number floating around a while ago.
 
29.4GB download on the US store. But there might be regional differences if EU gets multiple language, and I wonder if the install size is bigger than the download size?
 
30Gb would just about put this in digital purchase territory for me. 50Gb is definitely a disc purchase.

I've not looked at Sony's install system in depth but I'd like to think that it would only install the audio for the languages you have specified in system settings.

edit: DualShockers concurs on 30Gb. I can't believe audio would consume 20Gb - they'd need a lot, like RPG amounts.
 
You can pry my bluray off my cold dead hands !!! :yes:

Unless 1886 ends up lacking replayability. Then you can, uh... buy my bluray used after I'm finished with it.
 
You can pry my bluray off my cold dead hands !!! :yes:

I don't think it would be necessary to kill you. I've done some research and apparently it's now commonplace for publishers to produce more than one disc for each game! :yes:

I'm still waiting for reviews on the 18th though.
 
Surely we're all capable of interpreting a hyperbolic statement as a personal impression about the graphics.
Except it's not worded as such. It's presented as a objective quality of the game rather than subjective preference.

When there's enough people with the same impression, doesn't it support it as a reasonable position?
The number of people who believe something has no relevance on how reasonable that belief is.

No the blur comes from both the Quincunx AA solution which has been well documented, as well as the fact that they were intnetionally going for a look which emulated the original BS CGI video Sony released at that infamous E3 showing.
Quinicunx AA was a factor indeed, but it's no secret that it also uses a heavy amount of motion blur. Interesting that you mention the CGI video since that one didn't have any motion blur at all. Not even camera-based.

 
It's kind of funny looking back and seeing how crappy that reveal trailer looks by today's standards.

But, yah, Killzone 2 was definitely soft and grainy looking by design.
 
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