The Order: 1886

Discussion in 'Console Gaming' started by Bagel seed, Jun 11, 2013.

  1. L. Scofield

    Veteran

    Joined:
    Mar 28, 2007
    Messages:
    2,559
    Likes Received:
    323
    A somewhat spoilerific GIF:

    http://i.imgur.com/NCm5xv7.gif

    I think soft AO can also be added to the list of effects that make a game look like CG.

     
  2. MJP

    MJP
    Regular

    Joined:
    Feb 21, 2007
    Messages:
    566
    Likes Received:
    187
    Location:
    Irvine, CA
    Unlike Andrea, I'm too skinny to crush anyone. I'll need to start working out with him! :-(
     
    Prophecy2k likes this.
  3. VFX_Veteran

    Regular

    Joined:
    Mar 9, 2002
    Messages:
    683
    Likes Received:
    234
    It's not accurate enough..you still see spherical shapes representing secondary bounce as opposed to the silhouette of the object. I'd much prefer the technique that ND uses even though it's using spheres to approximate the body.
     
  4. chris1515

    Legend

    Joined:
    Jul 24, 2005
    Messages:
    7,157
    Likes Received:
    7,965
    Location:
    Barcelona Spain
  5. HTupolev

    Regular

    Joined:
    Dec 8, 2012
    Messages:
    936
    Likes Received:
    564
    Eww. That resolves the issue of handling geometry in screen-space, but it exacerbates the sense of unawareness of light sourcing to an appalling extent. Yes, it's a stable effect, but it doesn't even begin to look plausible in its context. The "I'm a negative light source" effect is so blatant that it would almost look better if you gave it negative specularity lobes or some such bizarre shenanigans, just to make the obvious fake sources more grounded in their environment :p

    ND's technique is nice in that it's both stable and extremely aware of the lightmap. At a glance it almost looks like a very well-filtered soft shadow, and then you notice that "it can cast in multiple directions simultaneously" according to just the baked lighting. Yay sketchy cone tracing.

    The only standout weakness is the low-frequency model representation, which feels like a small price to pay for how badly it otherwise stomps on screen-space techniques.

    Sadly, TLoU still uses screen-space AO, though at least it's of the half-decent variety where it occasionally errs to "no AO" on silhouettes, rather than constantly erring toward "airborne coal dust closely orbits all objects in this magical fictitious universe."
     
    #1385 HTupolev, Feb 12, 2015
    Last edited: Feb 12, 2015
  6. Cjail

    Cjail Fool
    Veteran

    Joined:
    Feb 1, 2013
    Messages:
    2,027
    Likes Received:
    211
    I think this is the video from ND you speak of.
    Go at 3:33.
    [/spolier]
     
  7. orangpelupa

    orangpelupa Elite Bug Hunter
    Legend

    Joined:
    Oct 14, 2008
    Messages:
    10,466
    Likes Received:
    3,186
  8. Arwin

    Arwin Now Officially a Top 10 Poster
    Moderator Legend

    Joined:
    May 17, 2006
    Messages:
    18,761
    Likes Received:
    2,639
    Location:
    Maastricht, The Netherlands
    It was delayed. They probably failed to update the date. Their content management isn't fantastic. ;)
     
  9. Nesh

    Nesh Double Agent
    Legend

    Joined:
    Oct 2, 2005
    Messages:
    13,998
    Likes Received:
    3,713
    hahah yeah. They do many mistakes. I think they did a mistake with Duke Nukem 3D too. They had it for free for PS+ members ONLY for Vita last month (or was it 2?). But since they had the purchase as cross buy, something got mixed and it actually gave me access to both the PS3 and the Vita version. Awesome I tell ya
     
  10. orangpelupa

    orangpelupa Elite Bug Hunter
    Legend

    Joined:
    Oct 14, 2008
    Messages:
    10,466
    Likes Received:
    3,186
    but their mistake not as AWESOME as steam.

    Steam - 60 USD game -> 60 IDR

    or sometime -> 60.000 IDR

    while the correct price is 600.000 IDR lol

    My friend is doing business in Steam (digital virtula items, keys, gift, whatever... i dont really get it) and he said steam "blunders" really give wonders to profit.
     
  11. MrFox

    MrFox Deludedly Fantastic
    Legend

    Joined:
    Jan 7, 2012
    Messages:
    6,488
    Likes Received:
    5,996
  12. milk

    milk Like Verified
    Veteran

    Joined:
    Jun 6, 2012
    Messages:
    3,977
    Likes Received:
    4,101
    In fact, The order kind of does that! Or so it seems. They have the same elipsoidal character proxys as TLOU blocking difuse GI, but from the looks of certain areas on certain clips, I believe they are using it to block directional specular reflections as well, which in fact, would look a lot like the specular lobe of a negative light....
     
  13. L. Scofield

    Veteran

    Joined:
    Mar 28, 2007
    Messages:
    2,559
    Likes Received:
    323
    It's similar to TLoU except it doesn't take direction into account.

    I've noticed that shadows have different penumbra levels on different scenes (though the penumbra doesn't vary per shadow). I don't know if it's a per-light adjustment or a global adjustment during cutscenes/QTEs.
     
  14. HTupolev

    Regular

    Joined:
    Dec 8, 2012
    Messages:
    936
    Likes Received:
    564
    I suppose you could read their GDC presentation like that, but it seems like it would be a little bizarre for them not to, especially as they've baked data into the environments that should let them do it.

    What would capsule-based AO even be doing if not occluding a directional source?
     
  15. L. Scofield

    Veteran

    Joined:
    Mar 28, 2007
    Messages:
    2,559
    Likes Received:
    323
    Oh I think I didn't express myself correctly. What I mean is that the occlusion isn't cast at a distance depending on lighting direction, like this:

    [​IMG]

    It only works very close to the characters like in this gif:

    http://i.imgur.com/NCm5xv7.gif
     
  16. HTupolev

    Regular

    Joined:
    Dec 8, 2012
    Messages:
    936
    Likes Received:
    564
    You're still saying "direction." So which is it? Doesn't take direction into account? Has a small capsule draw distance? Both?

    Obviously it's struck you as problematic, do you have an example of somewhere where TO1886's dynamic object AO seems clearly unnatural so we can pick this apart?
     
    #1396 HTupolev, Feb 14, 2015
    Last edited: Feb 14, 2015
  17. Rangers

    Legend

    Joined:
    Aug 4, 2006
    Messages:
    12,791
    Likes Received:
    1,596
    According to Amazon this game releases on the 20th. A friday.

    Weird.
     
  18. Devious

    Regular

    Joined:
    May 19, 2010
    Messages:
    413
    Likes Received:
    162
    Location:
    California
    That's because the game DOES release on a Friday. Sony have released a lot of their games on Fridays. Infamous Second Son and TLOU (PS3) are some examples.
     
  19. Billy Idol

    Legend

    Joined:
    Mar 17, 2009
    Messages:
    6,067
    Likes Received:
    907
    Location:
    Europe
    I am not afraid!! Andrea is a girls name...right?!?
     
  20. DSoup

    DSoup Series Soup
    Legend Subscriber

    Joined:
    Nov 23, 2007
    Messages:
    16,775
    Likes Received:
    12,690
    Location:
    London, UK
    I've not read any any downgrade discussion. I guess it's more secluded that the Lollapalooza that was the WATCH_DOGS discussion. As I've noted many times on these forums, I feel like I'm the only person interested in The Order 1886 for it's gameplay rather than it's graphics :runaway:
     
Loading...

Share This Page

  • About Us

    Beyond3D has been around for over a decade and prides itself on being the best place on the web for in-depth, technically-driven discussion and analysis of 3D graphics hardware. If you love pixels and transistors, you've come to the right place!

    Beyond3D is proudly published by GPU Tools Ltd.
Loading...