The SW, post your screenshots thread. (56K)

#601 Posted by scatteh316 (4796 posts) -

@scatteh316 said:

Funniest sentence ever... Crysis 1 pushes more polygons then I:SS

And to explain this more clearly, I meant that increasing draw distance can substantially increase the amount of polygons rendered. So if Infamous had the primary LOD quality for another 10 meters radius, it would add a lot more polygons to render. Get me? The PS4 simply didn't have the power to render much more than that. Also, give me a source that Crysis 1 renders 11 million polygons at any given time. I hear the Crysis 1 first level is made up of just over 3 million polygons altogether. I'm not sure though. I have no sources for that.

My frame rate is Crysis is very high = High polygons per second.

And I know that the bigger the LOD the more polygons need to be rendered but 4x Titans? You are just plain stupid coming out with that.

And back up of 11 million polygons for Infamous? Or is that absolute peak? In other words a figure that rarely gets reached...

#602 Edited by scatteh316 (4796 posts) -

Some Project Cars on the best platform to play it on...

#603 Edited by jg4xchamp (46997 posts) -

Wolfenstein The New Order on my PC. Game looks good, and feels good on a mouse and keyboard. Loving the dual wielding. It's definitely a game made by Starbreeze.

#604 Posted by clyde46 (43957 posts) -

Project cars looks baller. I want it, I WANT IT NOW!

#605 Posted by scottpsfan14 (3159 posts) -

@scottpsfan14 said:
@scatteh316 said:

Funniest sentence ever... Crysis 1 pushes more polygons then I:SS

And to explain this more clearly, I meant that increasing draw distance can substantially increase the amount of polygons rendered. So if Infamous had the primary LOD quality for another 10 meters radius, it would add a lot more polygons to render. Get me? The PS4 simply didn't have the power to render much more than that. Also, give me a source that Crysis 1 renders 11 million polygons at any given time. I hear the Crysis 1 first level is made up of just over 3 million polygons altogether. I'm not sure though. I have no sources for that.

My frame rate is Crysis is very high = High polygons per second.

And I know that the bigger the LOD the more polygons need to be rendered but 4x Titans? You are just plain stupid coming out with that.

And back up of 11 million polygons for Infamous? Or is that absolute peak? In other words a figure that rarely gets reached...

No I was saying that it regulary renders 11 million polygons in the game. Not per frame. And it does it at 35 fps average. When I say 4 titans if you increase the draw distance 2 times the radius what Infamous SS already draws for primary LODs, that would mean millions of polygons would be added to the game and what it would have to render. So in an open world, it could very well take several times the raw power to render those millions of polygons added to the renderer. That's why the draw distance slider in GTA 4 affects performance alot despite the actual assets (character models, objects etc) being low res. You can easly double the amount of polygons by sliding the slider up by a bit.

#606 Edited by m3dude1 (1030 posts) -

@Ben-Buja nah you arent going to post them because you realize the mod does fuckall except cover everything in DOF. and maybe your eyes arent good enough to see all the white speckles and jaggies in your watch dog shots.

#607 Edited by scottpsfan14 (3159 posts) -
@clyde46 said:

Project cars looks baller. I want it, I WANT IT NOW!

Samezys. I want it and a Logitech wheel. That would be amazing. Only problem is, I will play it with the wheel for a few days then put it away and never come back to it. So it's a tough one for me to decide. That's why I want DriveClub. For casual racing.

#608 Posted by scottpsfan14 (3159 posts) -
@m3dude1 said:

nah you arent going to post them because you realize the mod does fuckall except cover everything in DOF. and maybe your eyes arent good enough to see all the white speckles and jaggies in your watch dog shots.

So what exactly is your argument? What are you getting at? The whole point of it all?

#609 Edited by Ben-Buja (2769 posts) -

m3dude sure buddy, whatever you say.

Moving on...

Some Dirt 3 in 4k

I hope they make another rallye game soon, there really aren't enough these days.

SMS was planning to make Project RALLYE in the future but that might take a while. A proper rallye sim with weather effects like DC and tons of long tracks all over the world would be sweet

#610 Posted by scottpsfan14 (3159 posts) -

@Ben-Buja: Dirt 3 still has some of the most satisfying asthetics in any car game today. And it runs great on weaker systems.

#611 Posted by clyde46 (43957 posts) -

@Ben-Buja: Dirt 3 still has some of the most satisfying asthetics in any car game today. And it runs great on weaker systems.

Still missing what made the series great, you know, actually rallying....

@clyde46 said:

Project cars looks baller. I want it, I WANT IT NOW!

Samezys. I want it and a Logitech wheel. That would be amazing. Only problem is, I will play it with the wheel for a few days then put it away and never come back to it. So it's a tough one for me to decide. That's why I want DriveClub. For casual racing.

Just keep it out on your desk, or failing that, get handy with a welder and make your own racing simulator thingy.

#612 Edited by happyduds77 (1433 posts) -

#613 Edited by superclocked (5823 posts) -

@scatteh316: Oo =(|Ii just came .. err.. back.. from looking at those screenshots of Project Cars on PC. Very nice.

Metro: Last Light (PC, obviously):

#614 Edited by Cobra_nVidia (1417 posts) -

Guild Wars 2

Ho hum....hum drum....everything's the same...nothing interesting at all...yup, noth- ... OH MY GOD MY CHARACTER GOT TURNED INTO A PIG WHAT IS THIS SHENANIGANS!!!!

#615 Posted by lostrib (33025 posts) -

@lostrib said:

I think T-Bone is my favorite character in Watch Dogs

Who's T-Bone? I'm still somewhere in Act II where I just got done blackmailing Bedbug.

He's coming up in Act 3

#616 Edited by Ben-Buja (2769 posts) -

More Project CARS

#617 Edited by jun_aka_pekto (15885 posts) -

Trying the Worse mod on Watch Dogs along with the DoF. Seems okay although I prefer it off.

#618 Edited by cfisher2833 (1544 posts) -

I am surprised at how well Red Dead Redemption holds up. I could have sworn I remember it being uglier.

Divinity Original Sin

#619 Edited by jun_aka_pekto (15885 posts) -

@cfisher2833 said:

I am surprised at how well Red Dead Redemption holds up. I could have sworn I remember it being uglier.

You'll notice the imperfections more once you upscale the image to full screen. It's good enough for playing purposes though.

#620 Posted by RyviusARC (4195 posts) -

@Ben-Buja said:

@scottpsfan14 said:
@Ben-Buja said:

@scottpsfan14 said:

Well, it's common sense that a game designed to run on a PS3/360 will be less advanced. It has a lot better lighting and textures than the last gen consoles obv, but the WD on PS4 and on PC is the same game with the same assets. Infamous SS is designed for PS4 only. It's in another leauge really in terms of the renderer underneath. It's simply confused people the fact it's on PC makes people automatically think it's the most graphically advanced open world game. Not true.

It's possible to develop 2 different version of the game, you know. Is there even any proof that there are 360 assets in the PC and next gen version?

If anything the water in infamous looks straight out of a PS3 open world game. (Actually it looks worse than GTA Vs and RDRs water by far)

"t's in another leauge really in terms of the renderer underneath."

What exactly does that mean?

Infamous can't even do proper anisotropic filtering which is a common effect that modern GPUs can do with almost zero performance hit.

Listen, you can go on and list a million shortcomings of games. Infamous has a draw distance issue. Agreed. Pretty bad handling of LOD's on SP's part. Now as for the Infamous SS water, it is weird. I think it's art choice. It's a very similar shader to Infamous 2 water. Like no change.

Developing 2 different games isn't feasible. WD on PS3 has the same assets as PS4/PC. With lower lighting, textures and resolution. Watch this video.

If you think the content artists made significantly higher res character models for the PS4/PC version then you are mistaken. They are the same game exactly with added effects and resolution etc. People always like to call bullshit when I say that for some reason. Always hermits too.

Also when I said 'renderer underneath', I meant the actual rendering pipeline of the game itself. You find with all PC game ports that the rendering pipeline is drawing the exact same things to screen as the console version with extra effects added on. Infamous SS is a next gen game of it's genre. Compared to Infamous 2, it's a generational leap. Different games have different focus points so it's hard to determine the best looking game or what ever. Watch Dogs looks great with the DOF effects turned on and the tessellated water that looks real almost. Beats Infamous water by a million times. But that just so happened to be a focus point. GTA SA beats Infamous for car physics, but that's a focus point of that game. Get me?

For what Infamous is, it's the best of it's kind. It's simply an 8th gen super hero sand box game. Infamous 2/Prototype 2 etc are 7th gen super hero sand box games. And I think you will agree that there is a massive difference between Infamous 2 and SS. Watch Dogs is a game with a far less advanced rendering pipeline. A one created for PS3/360 in mind. This is why PC devs say they were limited by last gen consoles. It was the graphics pipeline they were speaking of. Look at all games that have a version on PS3/360, they are ALL limited by having assets created for 2005 GPU's.

Look at how AC Unity looks compared to the rest of the games because it's next gen only. If that was yet another PS3/360/PS4/XB1/PC/WiiU game, it would probably have stuck with the AC3/4 engine again and saw only minor improvements in lighting and textures even on the PC version. AC Unity has a rendering pipeline on another level to AC4. You can see the use of PBR and full body motion simulation straight away in the gameplay footage. The lighting looks more natural and more like CGI than a game. Look at Batman Arkham Knight (which is next gen only) compared to Arkham City. It's not just lighting and textures that are better, it's the whole rendering pipeline and assets that are a gen ahead. Many many developers talk of the possibilities of what next gen consoles will allow game content artists to come up with even on PC games.

Infamous SS might not have a hyper realistic artstyle, but think of what Uncharted 3 looks like compared to Infamous 2 on the same hardware. Expect Uncharted 4 to have a similar difference over Infamous SS. And that is an exciting prospect as Infamous SS is arguably one of the best looking games out now period in certain areas. With a regular rendering of 11 million polygons at any given time. That is a very geometrically dense world.

Thanks for taking your time to explain that.

"With a regular rendering of 11 million polygons at any given time. That is a very geometrically dense world."

For polygons goes the diminishing returns rule, there are many aspects more important than the complexity of meshes imo. Including shaders, lighting, animations, AA, AF, texture quality, shadows and ambient occlusion.

Also how many polygons does Watch Dogs render at any given time? Without knowing how much it does in comparison that figure is useless.

Actually the 11 million polygons is for the whole area.

It is not all rendered at the same time as the game has a lod setting which uses lower poly assets for objects further away.

#621 Edited by Star0 (443 posts) -

Just a small selection. Right click and open each image in a new tab to view them :)

EDIT: Or...you can just click them now apparently. Didn't work before. FU internet :S

Can you spot the glitch/easter egg?

#622 Edited by lostrib (33025 posts) -

Finished Watch Dogs

#623 Edited by cfisher2833 (1544 posts) -

Divinity Original Sin (on the final boss!)

#624 Posted by scottpsfan14 (3159 posts) -

@RyviusARC: Infamous SS renders 11 milion polygons at any given time on average. That's including all LOD details.

#625 Edited by jun_aka_pekto (15885 posts) -

Some classic Dungeon Keeper 2.

#626 Edited by Ben-Buja (2769 posts) -

Some Resident Evil 6

#627 Posted by LadyBlue (3927 posts) -
#628 Posted by happyduds77 (1433 posts) -

@ladyblue: what are you waiting for? Go ahead and finish it asap.

It's the best game Rockstar ever made and it's also the best game of last gen IMO. It's filled with incredible amount of details, just riding alone on your steed and admiring the vast world is enough to keep you entertained.

#629 Posted by LadyBlue (3927 posts) -

@ladyblue: what are you waiting for? Go ahead and finish it asap.

It's the best game Rockstar ever made and it's also the best game of last gen IMO. It's filled with incredible amount of details, just riding alone on your steed and admiring the vast world is enough to keep you entertained.

On the weekend . :P

I don't remember my copy looking that clean. Did you do anything?

#630 Edited by gpuking (2712 posts) -

Infamous SS foliage still pwns WD's with or without mods.

#631 Posted by m3dude1 (1030 posts) -

for the umpteenth time, infamous often renders 11 mil polys per frame

#632 Posted by WallofTruth (1330 posts) -

@scatteh316 said:

@scottpsfan14 said:
@Ben-Buja said:

@scottpsfan14 said:

Well, it's common sense that a game designed to run on a PS3/360 will be less advanced. It has a lot better lighting and textures than the last gen consoles obv, but the WD on PS4 and on PC is the same game with the same assets. Infamous SS is designed for PS4 only. It's in another leauge really in terms of the renderer underneath. It's simply confused people the fact it's on PC makes people automatically think it's the most graphically advanced open world game. Not true.

It's possible to develop 2 different version of the game, you know. Is there even any proof that there are 360 assets in the PC and next gen version?

If anything the water in infamous looks straight out of a PS3 open world game. (Actually it looks worse than GTA Vs and RDRs water by far)

"t's in another leauge really in terms of the renderer underneath."

What exactly does that mean?

Infamous can't even do proper anisotropic filtering which is a common effect that modern GPUs can do with almost zero performance hit.

Listen, you can go on and list a million shortcomings of games. Infamous has a draw distance issue. Agreed. Pretty bad handling of LOD's on SP's part. Now as for the Infamous SS water, it is weird. I think it's art choice. It's a very similar shader to Infamous 2 water. Like no change.

Developing 2 different games isn't feasible. WD on PS3 has the same assets as PS4/PC. With lower lighting, textures and resolution. Watch this video.

The same assets but yet lower lighting and textures? They're not the same then are they?

Assets are pieces of game art made through the content creation pipeline that are rendered through the rendering pipeline. Lighting and textures are not assets.

Um textures ARE assets. Especially since textures are used to make materials.

#633 Edited by WallofTruth (1330 posts) -
@scatteh316 said:

Funniest sentence ever... Crysis 1 pushes more polygons then I:SS

I hear the Crysis 1 first level is made up of just over 3 million polygons altogether. I'm not sure though. I have no sources for that.

You are about right with that statement. Here's a quick screengrab from the editor. I've loaded the first level "island" in the editor and as you can see above the FPS counter, the engine is drawing 1694,238 triangles at that time of day and weather settings. So that's about 1.7 million triangles, which theoretically are 3.4 million polygons. Now there are two things to take into account: When I move around in the level then the tris counter goes lower and higher, the highest is around 1.9 million tris, which theoretically are about 3.8 million polygons.

Now I keep using the word "theoretically" because as a model artist you'd want to make you models 100% quads, clean topology is everything but I don't know how efficient the people at Crytek worked on their models, so probably not every model has 100% quads, which means that you can't really say 1.9 million tris = 3.8 million polys. I'd say the average is around 3.4 million polygons per frame in the first level of Crysis 1 at VeryHigh settings.

Which also brings me to my point about I:SS 11 million polygon per frame claim. I find that hard to believe to be honest, the game has awful pop-in, especially if you're up on skyscrapers. So if I:SS has such a high polygon budget then why didn't they invest in higher quality LOD meshes? It just doesn't make much sense.

#634 Edited by happyduds77 (1433 posts) -

@ladyblue said:

@happyduds77 said:

@ladyblue: what are you waiting for? Go ahead and finish it asap.

It's the best game Rockstar ever made and it's also the best game of last gen IMO. It's filled with incredible amount of details, just riding alone on your steed and admiring the vast world is enough to keep you entertained.

On the weekend . :P

I don't remember my copy looking that clean. Did you do anything?

No I didn't do anything. Maybe you played the game on PS3 cause the PS3 version is sub HD and has less detail.

#635 Posted by scottpsfan14 (3159 posts) -
@scottpsfan14 said:
@scatteh316 said:

Funniest sentence ever... Crysis 1 pushes more polygons then I:SS

I hear the Crysis 1 first level is made up of just over 3 million polygons altogether. I'm not sure though. I have no sources for that.

You are about right with that statement. Here's a quick screengrab from the editor. I've loaded the first level "island" in the editor and as you can see above the FPS counter, the engine is drawing 1694,238 triangles at that time of day and weather settings. So that's about 1.7 million triangles, which theoretically are 3.4 million polygons. Now there are two things to take into account: When I move around in the level then the tris counter goes lower and higher, the highest is around 1.9 million tris, which theoretically are about 3.8 million polygons.

Now I keep using the word "theoretically" because as a model artist you'd want to make you models 100% quads, clean topology is everything but I don't know how efficient the people at Crytek worked on their models, so probably not every model has 100% quads, which means that you can't really say 1.9 million tris = 3.8 million polys. I'd say the average is around 3.4 million polygons per frame in the first level of Crysis 1 at VeryHigh settings.

Which also brings me to my point about I:SS 11 million polygon per frame claim. I find that hard to believe to be honest, the game has awful pop-in, especially if you're up on skyscrapers. So if I:SS has such a high polygon budget then why didn't they invest in higher quality LOD meshes? It just doesn't make much sense.

You don't have to believe it. It seems you can't grasp that Crysis 3 has truly been superceded. Is it impossible? I said ISS actually renders 11 million polygons on average at any given time including all LOD details. Meaning, when you look at Infamous SS in game at any time, the PS4 GPU is drawing around 11 million polys as you're looking at it. The world in Infamous is very dense as a whole. The character models alone are 120,000 polygons. Excluding the chain which in itself is very detailed. Geometrically, ISS is very impressive. And coupled with particle effects and very nice lighting, it's visually very appealing. But yeah, it has LOD transition problems. I agree.

#636 Edited by Ben-Buja (2769 posts) -
@walloftruth said:
@scottpsfan14 said:

I hear the Crysis 1 first level is made up of just over 3 million polygons altogether. I'm not sure though. I have no sources for that.

You are about right with that statement. Here's a quick screengrab from the editor. I've loaded the first level "island" in the editor and as you can see above the FPS counter, the engine is drawing 1694,238 triangles at that time of day and weather settings. So that's about 1.7 million triangles, which theoretically are 3.4 million polygons. Now there are two things to take into account: When I move around in the level then the tris counter goes lower and higher, the highest is around 1.9 million tris, which theoretically are about 3.8 million polygons.

Now I keep using the word "theoretically" because as a model artist you'd want to make you models 100% quads, clean topology is everything but I don't know how efficient the people at Crytek worked on their models, so probably not every model has 100% quads, which means that you can't really say 1.9 million tris = 3.8 million polys. I'd say the average is around 3.4 million polygons per frame in the first level of Crysis 1 at VeryHigh settings.

Which also brings me to my point about I:SS 11 million polygon per frame claim. I find that hard to believe to be honest, the game has awful pop-in, especially if you're up on skyscrapers. So if I:SS has such a high polygon budget then why didn't they invest in higher quality LOD meshes? It just doesn't make much sense.

Not bad for a game that came out 7 years ago.

Do we actually have proof of I:SS using that many polygons other than the devs claiming it? Is there some tech analysis by an independent source?

I don't see Digital Foundry mention anything about it in their tech analysis, only that "Delsin's character model consists of more than 60,000 triangles with 7500 specifically used for his beanie" and "The sheer amount of geometry being rendered at any single time is quite impressive"

@gpuking nice try. but no, the foliage is totally static. WDs moves realistically in the wind.

@happyduds77 said:

No I didn't do anything. Maybe you played the game on PS3 cause the PS3 version is sub HD and has less detail.

Yup, I don't know about him but I've played the PS3 version and it definitely looks worse than that. I should have gone with the 360 version

@topic:

More Project CARS

#638 Edited by jun_aka_pekto (15885 posts) -

@Ben-Buja said:
@gpuking nice try. but no, the foliage is totally static. WDs moves realistically in the wind.

That plus the weather in WD is dynamic. It could be just windy, just rainy, just foggy, or a combination of all plus thunderstorms. Even on a nice day, you can see some morning fog limit visibility at sun up and see it dissipate through the morning. The weather alone makes WD a far more immersive world. Then there's the dynamic day night cycle

#639 Edited by scottpsfan14 (3159 posts) -
@Ben-Buja said:
@walloftruth said:
@scottpsfan14 said:

I hear the Crysis 1 first level is made up of just over 3 million polygons altogether. I'm not sure though. I have no sources for that.

You are about right with that statement. Here's a quick screengrab from the editor. I've loaded the first level "island" in the editor and as you can see above the FPS counter, the engine is drawing 1694,238 triangles at that time of day and weather settings. So that's about 1.7 million triangles, which theoretically are 3.4 million polygons. Now there are two things to take into account: When I move around in the level then the tris counter goes lower and higher, the highest is around 1.9 million tris, which theoretically are about 3.8 million polygons.

Now I keep using the word "theoretically" because as a model artist you'd want to make you models 100% quads, clean topology is everything but I don't know how efficient the people at Crytek worked on their models, so probably not every model has 100% quads, which means that you can't really say 1.9 million tris = 3.8 million polys. I'd say the average is around 3.4 million polygons per frame in the first level of Crysis 1 at VeryHigh settings.

Which also brings me to my point about I:SS 11 million polygon per frame claim. I find that hard to believe to be honest, the game has awful pop-in, especially if you're up on skyscrapers. So if I:SS has such a high polygon budget then why didn't they invest in higher quality LOD meshes? It just doesn't make much sense.

Not bad for a game that came out 7 years ago.

Do we actually have proof of I:SS using that many polygons other than the devs claiming it? Is there some tech analysis by an independent source?

I don't see Digital Foundry mention anything about it in their tech analysis, only that "Delsin's character model consists of more than 60,000 triangles with 7500 specifically used for his beanie" and "The sheer amount of geometry being rendered at any single time is quite impressive"


http://www.dualshockers.com/2014/04/14/infamous-second-sons-characters-are-120000-polygons-11-million-rendered-regularly-by-the-engine/

  • The engine streams environment blocks on a 100 meters grid. Each block loads 33 MiB (Mebibytes, basically a techie version of a megabyte) of data including everything (physics, scripts, AI and particle). Below you can see a visual representation of those blocks.
  • Only 10 blocks are displayed at any given time. An extra 7 are loaded but not rendered to help with I/O (input/output speed) from the hard disk.
  • 4 blocks are rendered with 48 MiB high resolution texture packs that are streamed separately.
  • Each object has between 1 and 3 LODs (levels of detail based on distance) for near to mid distances.
  • FAR LOD uses baked imposters.
  • The engine regularly draws over 11 million polygons for the whole scene.
  • There are many instances per block, with over three million instance vertices per block.
  • In the worst case the player can move 20 meters per seconds before overtaking the speed at which the world can be rendered.

And for Characters...

  • Each character has between 300-500 separate bones, many of which for the face, cloth and hands.
  • Characters have 120.000 polygons, but NPCs have more LODs (lower detail models displayed when far away from the camera) for performance reasons.
  • They take 28 MiB of data, most of which are textures.
  • There are thousands of animation clips, and facial animation during cutscenes is done separately for each vertex.
  • Vertex animation is done with three bits per vertex, while wrinkles are procedural.

#640 Posted by scottpsfan14 (3159 posts) -
@Ben-Buja said:

@topic:

More Project CARS

Project Cars: Great car models, great texture mapping on cars and roads, great lighting, nice DOF and motion blur, last gen environments (at least compared to DriveClub). Do you agree?

#641 Edited by gpuking (2712 posts) -

WTF, the foliage moves in Infamous, did you even play the game?

#642 Edited by Ben-Buja (2769 posts) -

@gpuking said:

WTF, the foliage moves in Infamous, did you even play the game?

No, I didn't because I don't own a PS4 yet. I'm waiting to buy one until it has some games I'm interested in.

I've watched gameplay of it though. Like this one:

https://www.youtube.com/watch?v=CWTTL-AMz5g#t=720

Okay there's some slight movement if you look closely, but most of it is static and doesn't react to the player moving through it either.

Compared to Watch Dogs

https://www.youtube.com/watch?v=ZCXs6LBSLds&list=UUrtBcrjmcT37hiW35ePOeww#t=322

(pick 2x speed for normal gameplay speed)

I think most people will agree that Watch Dogs wins this one.

I don't know about last gen, the new 3D trees and the 3D bystanders definitely look way too good for PS3 gen hardware. (Compared to GT and the likes) but the environments definitely could use more polygons, some of the cliffs are very blocky, but this particular track (California Coast, 20+km length) has improved tremendously over the past 6 months.

@scottpsfan14 said:

Project Cars: Great car models, great texture mapping on cars and roads, great lighting, nice DOF and motion blur, last gen environments (at least compared to DriveClub). Do you agree?

#643 Posted by scottpsfan14 (3159 posts) -
@Ben-Buja said:

I don't know about last gen, the new 3D trees and the 3D bystanders definitely look way too good for PS3 gen hardware. (Compared to GT and the likes) but the environments definitely could use more polygons, some of the cliffs are very blocky, but this particular track (California Coast, 20+km length) has improved tremendously over the past 6 months.

@scottpsfan14 said:

Project Cars: Great car models, great texture mapping on cars and roads, great lighting, nice DOF and motion blur, last gen environments (at least compared to DriveClub). Do you agree?

I will tell you one thing, as a sim racer, I think it already looks ace any way. It doesn't have to beat DriveClub in environments. It would be a waste of resources. They already have the best looking sim racer out there. I would focus on sim features (which they have likely already perfected).

#644 Edited by Ben-Buja (2769 posts) -

@Ben-Buja said:

I don't know about last gen, the new 3D trees and the 3D bystanders definitely look way too good for PS3 gen hardware. (Compared to GT and the likes) but the environments definitely could use more polygons, some of the cliffs are very blocky, but this particular track (California Coast, 20+km length) has improved tremendously over the past 6 months.

@scottpsfan14 said:

Project Cars: Great car models, great texture mapping on cars and roads, great lighting, nice DOF and motion blur, last gen environments (at least compared to DriveClub). Do you agree?

I will tell you one thing, as a sim racer, I think it already looks ace any way. It doesn't have to beat DriveClub in environments. It would be a waste of resources. They already have the best looking sim racer out there. I would focus on sim features (which they have likely already perfected).

That's true

Here are a couple more screenshots (They just added ripples in water puddles and the weather effects are coming together nicely)

#645 Edited by Cobra_nVidia (1417 posts) -

Guild Wars 2

From some angles this "armor" doesn't seem very protective!

You gotta wonder...where is she stashing that pickaxe?

#646 Edited by jun_aka_pekto (15885 posts) -

Watch Dogs on the laptop....

#647 Edited by Cobra_nVidia (1417 posts) -

more laptop stuff.

I've learned that there's really no benefit to using my external laptop cooler - except maybe to keep my lap cool. If I use an external fan, the internal ones simply slow down.

Starcraft 2

Rome: Total War

This game is a little awkward to use with a trackpad - but not impossible. Also, since it seems to be a single core game, it doesn't make the laptop very hot at all.

#648 Edited by RyviusARC (4195 posts) -

@RyviusARC: Infamous SS renders 11 milion polygons at any given time on average. That's including all LOD details.

Prove it.

And by that I mean a video or screenshot that shows the calculations being done.

Something like with what Crysis does.

#649 Posted by scottpsfan14 (3159 posts) -

@scottpsfan14 said:

@RyviusARC: Infamous SS renders 11 milion polygons at any given time on average. That's including all LOD details.

Prove it.

And by that I mean a video or screenshot that shows the calculations being done.

Something like with what Crysis does.

Lol. I'm afraid that, unlike Cry Engine 2, I do not have access to Sucker Punches engine to display the number of polygons. But I do have this:

http://www.dualshockers.com/2014/04/14/infamous-second-sons-characters-are-120000-polygons-11-million-rendered-regularly-by-the-engine/

  • The engine streams environment blocks on a 100 meters grid. Each block loads 33 MiB (Mebibytes, basically a techie version of a megabyte) of data including everything (physics, scripts, AI and particle). Below you can see a visual representation of those blocks.
  • Only 10 blocks are displayed at any given time. An extra 7 are loaded but not rendered to help with I/O (input/output speed) from the hard disk.
  • 4 blocks are rendered with 48 MiB high resolution texture packs that are streamed separately.
  • Each object has between 1 and 3 LODs (levels of detail based on distance) for near to mid distances.
  • FAR LOD uses baked imposters.
  • The engine regularly draws over 11 million polygons for the whole scene.
  • There are many instances per block, with over three million instance vertices per block.
  • In the worst case the player can move 20 meters per seconds before overtaking the speed at which the world can be rendered.

And for Characters...

  • Each character has between 300-500 separate bones, many of which for the face, cloth and hands.
  • Characters have 120.000 polygons, but NPCs have more LODs (lower detail models displayed when far away from the camera) for performance reasons.
  • They take 28 MiB of data, most of which are textures.
  • There are thousands of animation clips, and facial animation during cutscenes is done separately for each vertex.
  • Vertex animation is done with three bits per vertex, while wrinkles are procedural.

#650 Posted by ButDuuude (410 posts) -

@Ben-Buja said:

@scottpsfan14 said:
@Ben-Buja said:

I don't know about last gen, the new 3D trees and the 3D bystanders definitely look way too good for PS3 gen hardware. (Compared to GT and the likes) but the environments definitely could use more polygons, some of the cliffs are very blocky, but this particular track (California Coast, 20+km length) has improved tremendously over the past 6 months.

@scottpsfan14 said:

Project Cars: Great car models, great texture mapping on cars and roads, great lighting, nice DOF and motion blur, last gen environments (at least compared to DriveClub). Do you agree?

I will tell you one thing, as a sim racer, I think it already looks ace any way. It doesn't have to beat DriveClub in environments. It would be a waste of resources. They already have the best looking sim racer out there. I would focus on sim features (which they have likely already perfected).

That's true

Here are a couple more screenshots (They just added ripples in water puddles and the weather effects are coming together nicely)

Both games look amazing. I will be getting both this fall.