Crysis vs Just Cause 2 Graphics

Post » Mon Dec 05, 2011 10:38 am

I think the immediate future for game graphics lies in stuff like procedural animation: deformable terrain and characters, limbs flying off with semi-realistic damage without being tightly scripted into canned animations, better fluid effects, more motion-capture performances, and greater blending of multiple lightsources on textured surfaces.

Basically http://www.youtube.com/watch?v=RSXyztq_0uM :D


Nice!

And of course i doubt a TES game for example will ever have Crysis-level graphics :hehe:
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Adam Baumgartner
 
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Post » Mon Dec 05, 2011 4:25 pm

I mean, how and why would you improve on that?


Are you serious? Graphically, we have miles to go yet.

As someone who owns Crysis and can run it on max settings, I'll admit that it's incredibly detailed, with razor sharp textures and amazing effects. But it's let down somewhat by it's lighting, which I've recently come to realise is the most important aspect of how 'real' a game looks.

Most games go overboard with lighting effects and often look too exaggerated. That GTAIV mod linked earlier is an example of how to get lighting right. It looks incredible at first glance, but if you look closely at the cars and the textures, it's obvious that they're not all that great. It's the hyper-realistic lighting that makes it so incredible - it's lit like the real world is lit.

There are a few games that pull this off well - ARMA springs to mind. Bad Comany 2 did it pretty well too. Textures and polygon counts will only get you so far, and might make for some incredible screenshots, but where it counts, i.e. something bombing along at 60fps, more and more advanced lighting is where it's at.

At least we've finally gotten out of the DX9 OMG let's make everything SHINY phase.
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Damian Parsons
 
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Post » Mon Dec 05, 2011 8:38 am

And you actually die. For real. From a video game.

Cool than it's cinda like Operation anchorage :vaultboy:
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Matt Terry
 
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Post » Mon Dec 05, 2011 3:27 am

Most games go overboard with lighting effects and often look too exaggerated. That GTAIV mod linked earlier is an example of how to get lighting right. It looks incredible at first glance, but if you look closely at the cars and the textures, it's obvious that they're not all that great. It's the hyper-realistic lighting that makes it so incredible - it's lit like the real world is lit.

There are a few games that pull this off well - ARMA springs to mind. Bad Comany 2 did it pretty well too. Textures and polygon counts will only get you so far, and might make for some incredible screenshots, but where it counts, i.e. something bombing along at 60fps, more and more advanced lighting is where it's at.

At least we've finally gotten out of the DX9 OMG let's make everything SHINY phase.



Agreed. Textures can only get you so far. In-fact, there are many games out there with photo-realistic textures. The only thing that can actually make a game look "real" is lighting and animations.

Check out the new Unreal Demo: http://www.youtube.com/watch?v=RSXyztq_0uM

All lighting, which is what makes it so amazing.
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Margarita Diaz
 
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Post » Mon Dec 05, 2011 3:52 pm

Well the tree leaves in Just Cause 2 are rather flat, because they're the bill-boarded kind. I don't think they are in Crysis but it certainly helps that in Crysis you're not flying around over and through the trees half of the time.
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Fanny Rouyé
 
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