The CD platformer I was thinking of was one of the Gex games, with Dana Carvey doing the voice. I remember him running in some giant room, being chased by a giant. Was like something out of a Bugs Bunny cartoon.
No idea, actually. We do support 0, 2x, and 4x MSAA in the engine itself, but what will be enabled in the final build is not my domain. I actually turn it off when I'm debugging (which I frequently do on the PC), so I'm not really sure what the default is -- never really paid attention, anyway. As far as resolution, that at least, I'm fairly certain will be 720p on consoles.Any word on amount of AA/AF/Resolution?.
There isn't one, really. At most, you can say that there are subsystems which are lead on one a specific platform, but I don't think I can say that there is one dominance across the board. Things you'd expect to be 360-lead are 360-lead (primarily because there was a 360 codebase before PS3 came out), and things you'd expect to be PS3-lead are PS3-lead (multithreading was prototyped on PS3 first). And of course, there are the things which are unique to each platform (e.g. online support)Forgive me if this is somewhere I missed, but which is the lead SKU for this game?
Well, it should hardly come as a surprise that there are people here at Crystal who would like that as well... Some who've been here for ages, and some who are new to join but were fans of the series. Whether it will actually become a real project or not is up in the air.Man I LOVED those blood Omen/soul reaver series. Next gen remake or se/prequel needed
There isn't one, really. At most, you can say that there are subsystems which are lead on one a specific platform, but I don't think I can say that there is one dominance across the board. Things you'd expect to be 360-lead are 360-lead (primarily because there was a 360 codebase before PS3 came out), and things you'd expect to be PS3-lead are PS3-lead (multithreading was prototyped on PS3 first). And of course, there are the things which are unique to each platform (e.g. online support)
Well, it should hardly come as a surprise that there are people here at Crystal who would like that as well... Some who've been here for ages, and some who are new to join but were fans of the series. Whether it will actually become a real project or not is up in the air.
There isn't one, really. At most, you can say that there are subsystems which are lead on one a specific platform, but I don't think I can say that there is one dominance across the board. Things you'd expect to be 360-lead are 360-lead (primarily because there was a 360 codebase before PS3 came out), and things you'd expect to be PS3-lead are PS3-lead (multithreading was prototyped on PS3 first). And of course, there are the things which are unique to each platform (e.g. online support)
Well, it should hardly come as a surprise that there are people here at Crystal who would like that as well... Some who've been here for ages, and some who are new to join but were fans of the series. Whether it will actually become a real project or not is up in the air.
Being that I'm on the engine team, and not specifically on the Tomb Raider team, I'm not likely to give you a very accurate estimate. There was a podcast a week or two back where Eric Lindstrom(Creative Director) said that for the TR team, who know all the steps to all the puzzles in both Legend and Underworld, the playthrough time for Underworld was about twice as long.Hi ShootMyMonkey (poor monkey) will this new Tomb Raider be a longer game than Tomb Raider Legend? Along the lines of Anniversary length? I felt Legend was far too short and had an annoying ending. Forgive my boldness
Being that I'm on the engine team, and not specifically on the Tomb Raider team, I'm not likely to give you a very accurate estimate. There was a podcast a week or two back where Eric Lindstrom(Creative Director) said that for the TR team, who know all the steps to all the puzzles in both Legend and Underworld, the playthrough time for Underworld was about twice as long.
I have a feeling a large part of that is the size and scope and number of steps in some of the puzzles.
Indeed. The idea of online co-op was something we considered to try and fill the online requirement, but it just doesn't make sense for TR. TR is really a single-player game, and it would be hard to make it make any sense any other way. Being alone in your journey is part of the game.
AFAIK, we're only filling the online requirements the superficial obvious way (achievements, etc.).
AFAIK, we're only filling the online requirements the superficial obvious way (achievements, etc.).
I take it you have yet to see things like this --Glad Lara is isolated again...and I hope to see animals as enemies.
Well... superficial in the sense of how it affects the game, then...Achievements superficial?!? Blasphemy! Pictures look really nice, I'm in. Definitely a huge fan of Legend, I even had a massive poster of the game on my previous office door. I do wish this time you guys offer some downloable content, like new missions, places to visit, etc. I buy any and all dlc for Oblivion and Mass Effect, it would be cool to add TR to that list
I don't recall the old November demo of the Mayan calendar puzzle to have much in the way of parallax mapping on the stone walls. If you're referring to the odd protruding brick and such, most all of that is actual geometry. Of course, if you saw the actual trimesh, it's really not hyper-detailed or anything. It's just got some low-frequency misshapen-ness that makes bump maps pop a little more in ways that parallax occlusion mapping doesn't always do as well. Of course, we use all three techniques wherever applicable. I just had a feeling that a number of trickeries we do were not yet implemented at the time we put that demo in the can... The geometry adjustment technique was in use long before I even started work on any of the material tools or any other new-since-Legend rendering tech.To stay on topic: the first time I saw TRU screens I was really impressed with dirty/wet look and lush environments TRU is promising to deliver. The only part I didn't like was the amount of (I guess) parallax mapping on the objects (mostly stone walls).
I think a big part of that is simply the fact that in TRU-world, we tend to have those sorts of details at all levels of scale, from the "this is smaller than Lara's finger" to "this is bigger than 10 Laras" and everything in between. In Assassin's Creed, there was a relatively small scale range to all the bumps and protrusions, and nearly everything was made within the restrictions of "grabbable".What's oh-not-that-cool is that character doesn't interact with all those bumps, making climbing a little disjointed when compared to Assassin's Creed's hands IK that perfectly grab all bumps. I really hope this will be masked in some smart way.
Oh, that... that's sort of a bug. Well, more accurately, it was a lack of feature, which means Lara is just playing a canned animation there. In the 7 months since that demo, tunable full-body IK has been added to the list of bullet points.This is the closest I could find to what I saw:
http://images.gamersyde.com/gallery/public/7522/1536_0002.jpg
Her shoes seem disconnected from the wall yet Lara's character posture suggests they are on the wall. I probably falsely attributed it to parallax mapping. The point remains though - she seems to be floating.