Water tech *spawn

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Why, I like KZ3 water when the environment is hostile, R3 water when fighting small critters in shallow water, GoW3 water when fighting giant bosses. I will probably like Crysis 2 water too but only if there's a specific purpose for it. Otherwise, I'll most likely run/fly past it without noticing anything special like the FF13 god rays. ^_^

The Uncharted 2 water didn't catch my attention too much although it did look good (raining, plus waist height canal water). The JetSki level in U1 made a bigger impression.

EDIT: Has any outsiders seen console Crysis water ? It's not too clear now based on what I've read in the Crysis 2 thread. >_<
 
The devil is in the details. did Lucid_Dreamer mean "most incredible" in terms of geometric detail, surface shading, aesthetic, perceptual realism without regard for technology,... Personally I don't read his comment as laying down the guantlet to all and every other game to prove they've got better water tech, and as such challengers needed to rise to disprove KZ3's water tech, although I can see how some could read it that way (and perhaps it was intended as such). But even then, such a discussion should be moved outside of a game thread when contributors notice they've outstepped the boundaries of the topic. There are a few excellent posters on this board who manage themselves, deleting OT posts when in retrospect they see they've gone OT, or even typing out a post and then deciding not to send it. It'd save me a lot of time and effort if everyone else managed to raise their game.

An important point is to look at the thread title when posting. Often, me included, people reply to a post, but a look at the thread title will identify if the topic is wavering or not. like the Kinect Games thread. We started talking about tech where the thread didn't warrant it, and a very gentle reminder from Asher (I think) had me recognising I was going too OT, so i stopped posting on tech in that thread.
 
This is a very high level tech view of what GG is doing, but it has some good details here and there.

http://aimassist.com/?p=136

Guerrilla Games actually have 2 guys working on the water effects in the game, and they’ve been working on it for 6 months. That’s simply incredible, 2 guys working on just water for 6 whole months, and if we know ‘Guerrilla Games’ well, these 2 guys work will not end till the game ships with the most believable water effects on the market.
 
They announced this game in 2006, went vaporware after that & remained so until a few months ago.
The game was supposed to be a survival (horror?) game before but its now an action game built around water.

Water even if volumetric...looks quite a bit dated "visually" as well as character interaction wise.
The water looks more like slime/oil than water.
 
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Wow, where did this game come from? Hydrophobia...

http://www.gametrailers.com/video/e3-2010-hydrophobia/101170

Easily the best water tech I've seen in a game thus far. Apparently it has volumetric water. Water even appears to react to the player somewhat convincingly.

Gameplay is also supposed to be centered around water and interaction with it. Anyone heard of this or know what it is they are doing with the water?

Regards,
SB

See post #57.

Also:

http://www.darkenergydigital.com/hydroengine.php

Furthermore there seems to be a new gameplay video available:

http://www.gamersyde.com/news_hydrophobia_gameplay_video-9620_en.html
 
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i remember being very impressed by the particles for the water at the very end of this trailer of MGS2 at the time
http://www.youtube.com/watch?v=C14upMsuEFI
but it never appeared in the final game.

That whole sequence doesn't appear in game, as I assume it would've been part of the tanker escape sequence shown in the original 2000 MGS2 trailer. I still remember seeing the 2000 trailer for the first time (it was on a Playstation Magazine Demo disc) and being absolutely blown away.
 

Cool, very impressive, IMO.

Water looks to also be reacting to body parts as well as the main body and not just generic splash/move when body hits it.

http://www.gamersyde.com/pop_images_hydrophobia-13250-6.html

Shows water disturbance behind the trailing hand, as well as forward hand pushing the water and general disturbance by her body.


And from the list of features from their site that you linked...

Water flows from one area to another
Objects get carried realistically by the flow
Surfaces and characters become wet when touched by the water, and dry out over time
Emergent effects such as eddies and underwater currents occur just like real water
Spray and splashes are generated dynamically according to forces acting on the water
Surface foam and infinite underwater particles follow the flow
Dynamic caustic lights cause walls and floor to shimmer as water passes through
Water can apply forces to objects, walls, windows and doors, causing them to buckle under the pressure

This goes far beyond any water tech in any game so far. Absolutely impressive stuff here.

And site for the game with some other impressive shots...

http://www.hydrophobia-game.com/

Regards,
SB
 
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TWater even if volumetric...looks quite a bit dated "visually" as well as character interaction wise.
The water looks more like slime/oil than water.
It kind of looks too clear or like it doesn't diffuse the light enough or something. On one hand, that's something that depends on volume which is complicated by how much the water moves in this game but on the other hand it might actually be an artist's choice.

The water's actual viscosity doesn't look too weird to me but it's too hard to tell from those short cuts.
 
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