Is she talking to someone? Those eyes are dire if so, and that seems quite a bizarre mistake to let through, as locking eye vectors on a target isn't new or complex.
Sure it's far from ideal, but infinitely preferable to a china-doll's icy glaze! Has this model got independent eye meshes or are these eyes decals applied to a single-piece head mesh?Just aim constraining the eyes isn't enough IMHO...
True enough. Any ideas why the eyes are this way in AW? Some last minute bug or change that they'll fix with the patch?But it shouldn't have any effect on gazes; you could just aim constrain the coordinate system for the eye decal projections instead of eyeball meshes.
Indeed, I was thinking what reference standards are there. My argument was very theoretical based on a nice, convenient paper idea on what is needed to direct eyes! It caught me unawares that a character these days could stare into space instead of who they are talking to, but it may be a common compromise for all I know!And it's not something trivial either, just because I've stumbled upon these videos does not guarantee that every other game developer and 3D artist does so, too.
I have a question to all the guys that know about 360 development/programming and its pros and cons as a hardware here...I'm really curious to know if there is an excuse for this game to run at such a low resolution and not even run at a steady 30fps with v-sync on? is the post-processing effects that taxing? or is it the lighting? the game also has low resolution textures and really bad looking shadowing...and all that in a game with linear areas.
Am I missing something? when I see other recent games (which are multiplatform) like Battlefield: BC2, Lost Planet 2 and Red Dead Redemption for example running at 720p with a lot of stuff on screen at the same time at better frame-rates with equally impressive vistas I can't stop thinking that AW technically is such a disappointment and just a bad/dumbed down port of the PC version...I just find it hard to believe that after 5 years of development and especially after working exclusively on the 360's hardware for 2-3 years Remedy came up with that flawed and unpolished engine.
Am I missing something? when I see other recent games (which are multiplatform) like Battlefield: BC2, Lost Planet 2 and Red Dead Redemption for example running at 720p with a lot of stuff on screen at the same time at better frame-rates with equally impressive vistas I can't stop thinking that AW technically is such a disappointment and just a bad/dumbed down port of the PC version...I just find it hard to believe that after 5 years of development and especially after working exclusively on the 360's hardware for 2-3 years Remedy came up with that flawed and unpolished engine.
Are we sure that we are right in assuming its a case of hardware limitation rather than programing limitation ?
Imo its more due to the later, cause I see many rough areas apart from the resolution to consider it a technical one.
Alan Wake's renderer on the Xbox360 uses about 50 different intermediate render targets in different resolutions... In the end all are combined to form one 720p image
The complexity of the rendering in Split/Second requires us to have over 70 render targets which eventually get composited together to form the final image
The game uses A2C for transparencies....and leaves the job of reducing artifacting to MSAA.I'm seeing dithering in Alan Wake's hair, but I'm not sure if it's from shadows projected onto his head. Any time there are showed on his neck or face, they are considerably dithered. Also seeing dithering in some dithering in foliage. There is a part where you're in Alan Wake's house, and there is a vase full of sun flowers in one of the rooms. If you rotate the camera near them, it looks dithered like the snow foliage in Bad Company 2 on the 360. A2C without AA? Same with the green plant by the window in the same room. Wish I had a capture card. When it's dark, it's hard to tell if the outdoor foliage has the same problem.
Edit:
Foliage on trees doesn't seem to have the same dithering.
The game uses A2C for transparencies....and leaves the job of reducing artifacting to MSAA.
This is what you wanna show right ? And you are also not wrong when you say that the shadows are dithered.