Ryse looks like a CG Movie

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slader236

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#1  Edited By slader236
Member since 2006 • 52 Posts

Some passable quality screenshots of Ryse that show the amazing lighting and anti-aliasing. It's really approaching CG movie quality.

http://farm8.staticflickr.com/7384/11099282423_520eb246b9_o.png

http://farm8.staticflickr.com/7347/11101877674_240e353ae6_o.png

http://farm6.staticflickr.com/5490/11091257805_7467dd6ff4_o.png

http://farm3.staticflickr.com/2893/11088734005_1c01dbe2fa_o.png

http://farm4.staticflickr.com/3690/11088746545_26823dd4f8_o.png

http://imageshack.com/a/img845/5278/2om4.png

http://imageshack.com/a/img89/289/7s1u.jpg

http://imageshack.com/a/img22/9972/9bsd.jpg

http://imageshack.com/a/img30/6608/d9k4.png

http://imageshack.com/a/img202/7185/dty6.jpg

http://farm6.staticflickr.com/5514/11088721855_35237783a5_o.png

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KratosYOLOSwag

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#2 KratosYOLOSwag
Member since 2013 • 1827 Posts

I give it 4/10.

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deactivated-59b71619573a1

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#3 deactivated-59b71619573a1
Member since 2007 • 38222 Posts

It looks good alright, not like CG though. Cryengine's lighting is incredible sometimes

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ReadingRainbow4

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#4 ReadingRainbow4
Member since 2012 • 18733 Posts

@kratosyoloswag said:

I give it 4/10.

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Xaero_Gravity

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#5 Xaero_Gravity
Member since 2011 • 9852 Posts

Damn Crytek. Why did they have to screw this one up? I was so hyped when I first saw it, and then the "gameplay" was shown. :(

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kuu2

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#6 kuu2
Member since 2005 • 11483 Posts

Careful you will have cows stampeding in here talking about Bloom/Blur/FogZone.

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kuu2

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#7  Edited By kuu2
Member since 2005 • 11483 Posts

@Xaero_Gravity said:

Damn Crytek. Why did they have to screw this one up? I was so hyped when I first saw it, and then the "gameplay" was shown. :(

When it drops in price I have every intention of picking it up no matter the reviews.

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bloodlust_101

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#8 bloodlust_101
Member since 2003 • 2764 Posts

Why didn't they add any AO? It really bothers me some times...

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Xaero_Gravity

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#9 Xaero_Gravity
Member since 2011 • 9852 Posts

@kuu2 said:

@Xaero_Gravity said:

Damn Crytek. Why did they have to screw this one up? I was so hyped when I first saw it, and then the "gameplay" was shown. :(

When it drops in price I have every intention of picking it up no matter the reviews.

I will as well. I enjoyed Too Human immensely despite the reviews and it's obvious flaws, so hopefully this is another case of that.

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PrincessGomez92

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#10 PrincessGomez92
Member since 2013 • 5747 Posts

And how's it play? That's what matters.

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ReadingRainbow4

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#11 ReadingRainbow4
Member since 2012 • 18733 Posts
Loading Video...

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killzowned24

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#12  Edited By killzowned24
Member since 2007 • 7345 Posts

Damn, thats the best they could do at 900p/26fps?

That is on like TLOU quality lol http://farm8.staticflickr.com/7347/11101877674_240e353ae6_o.png

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stereointegrity

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#13  Edited By stereointegrity
Member since 2007 • 12151 Posts

the cut scenes aren't in game engine.... They are all cgi rendered..... Proof is from digital foundry

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cheesie253

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#14 cheesie253
Member since 2003 • 1014 Posts

The game isn't that good but it is something graphically. Too bad the gameplay is so rinse and repeat. I enjoyed the game but the fighting system needs a ton of work. It's boring. They coul have something special on their hands though if a sequel is coming.

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GameFan1983

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#15  Edited By GameFan1983
Member since 2004 • 2189 Posts

Ryse's graphic > CGI

most graphically amazing game I ever played in my entire life, outclassed it's predecessor crysis3 by far with rooms to spare. People didn't play it won't understand how amazing Marius's cloth dining animation because is only visible in motion, every piece leather and armor plate was individually built module, no game to the date even come close to this kind detailing, not even close, the mastery of physically based rendering is second to none, Crytek is really the master at their work when it come to rendering. this game is the only reason I brought a xone, now I've finished it and I don't know what to do with xone any more :(

Marius' light stage to z buffer stage to in game then with good light condition, and some fire and smoke effects

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killzowned24

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#16 killzowned24
Member since 2007 • 7345 Posts

^^^^ 900p/26fps...DAT room to spare lmao

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GameFan1983

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#17  Edited By GameFan1983
Member since 2004 • 2189 Posts

@killzowned24: and killzone's 1080p/20fps is completely irreverently compare to minecraft on my PC at 4k res/999fps.

"bla!~ 1080P, bla!~ 30fps!, bla! ddr5!" like you have a clue. I don't see down talk Ryse would make killzone look any better, it does look phenomenal to be honest, it's just doesn't beat Ryse

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killzowned24

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#18 killzowned24
Member since 2007 • 7345 Posts

@GameFan1983 said:

@killzowned24: and killzone's 1080p/20fps is completely irreverently compare to minecraft on my PC at 4k res/999fps.

"bla!~ 1080P, bla!~ 30fps!, bla! ddr5!" like you have a clue. I don't see down talk Ryse would make killzone look any better, it does look phenomenal to be honest, it's just doesn't beat Ryse

20fps? talk about someone who doesn't has a clue.It runs between 30-40fps.

Killzone easily beats ryse and really is not even competition. Ryse is more comparable to AC4 lol.

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ronvalencia

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#19  Edited By ronvalencia
Member since 2008 • 29612 Posts

@bloodlust_101 said:

Why didn't they add any AO? It really bothers me some times...

http://www.eurogamer.net/articles/digitalfoundry-vs-ryse-son-of-rome

" [Update: SSDO - screen-space directional occlusion, first introduced in Crysis 2 is used here],"

http://kayru.org/articles/dssdo/

Screen space ambient occlusion (SSAO) is widely used in modern PC and console games to approximate global illumination effects. It gives good results when approximating occlusion in a uniform lighting environment, such as an outdoor scene on an overcast day. Screen Space Directional Occlusion (SSDO) is a technique that was recently introduced to improve upon the visual quality of SSAO. It works by calculating occlusion and environmental lighting at the same time

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SuperCowElitist

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#20 SuperCowElitist
Member since 2013 • 732 Posts

Xbone - It only does movies.

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ronvalencia

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#21  Edited By ronvalencia
Member since 2008 • 29612 Posts

@killzowned24 said:

Damn, thats the best they could do at 900p/26fps?

That is on like TLOU quality lol http://farm8.staticflickr.com/7347/11101877674_240e353ae6_o.png

@stereointegrity said:

the cut scenes aren't in game engine.... They are all cgi rendered..... Proof is from digital foundry

"While we were undoubtedly impressed with the visuals on display in Ryse, performance is one area where Crytek has fallen a bit short. Originally touted as a solid 30fps experience, Ryse misses the mark more often than we'd like with frame-rates often fluctuating between 26-28fps. The most challenging situations even see the frame-rate drop into the teens, though such moments are few and far between and often kick in during engine-generated cut-scenes, so there is no actual impact on playability"

From http://www.eurogamer.net/articles/digitalfoundry-vs-ryse-son-of-rome

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#22  Edited By GamingVengeance
Member since 2012 • 1874 Posts

It's definately the best looking game atm, I thought kz looked really good, but after playing ryse for a bit I can say it looks quite a bit better then KZ. Although KZ is much more open ended while ryse is very linear. Still though ryse is simply breathtaking

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cheesie253

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#23  Edited By cheesie253
Member since 2003 • 1014 Posts

Just finished the game. Actually took me 8 hours. I thought it would be a little less. Gorgeous and fun game. Hopefully it gets another installment and they work on the combat.

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slader236

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#24 slader236
Member since 2006 • 52 Posts

@ronvalencia said:

@killzowned24 said:

Damn, thats the best they could do at 900p/26fps?

That is on like TLOU quality lol http://farm8.staticflickr.com/7347/11101877674_240e353ae6_o.png

@stereointegrity said:

the cut scenes aren't in game engine.... They are all cgi rendered..... Proof is from digital foundry

"While we were undoubtedly impressed with the visuals on display in Ryse, performance is one area where Crytek has fallen a bit short. Originally touted as a solid 30fps experience, Ryse misses the mark more often than we'd like with frame-rates often fluctuating between 26-28fps. The most challenging situations even see the frame-rate drop into the teens, though such moments are few and far between and often kick in during engine-generated cut-scenes, so there is no actual impact on playability"

From http://www.eurogamer.net/articles/digitalfoundry-vs-ryse-son-of-rome

From the very same Digital Foundry article: http://www.eurogamer.net/articles/digitalfoundry-vs-ryse-son-of-rome

Ryse also makes heavy use of high-quality bokeh depth-of-field, variable film grain and both object and camera-based motion blur - all of which contribute to its film-like presentation while simultaneously enhancing the fluidity of its variable frame-rate. The end result is a stable image that is arguably cleaner and more pleasing to the eye than any other title available on Xbox One, including native 1080p titles such as Forza Motorsport 5.

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aroxx_ab

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#25  Edited By aroxx_ab
Member since 2005 • 13236 Posts

...and it plays like a movie to, you not even have to press buttons in the QTE's, you win anyway:/

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stereointegrity

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#26 stereointegrity
Member since 2007 • 12151 Posts

@ronvalencia said:

@killzowned24 said:

Damn, thats the best they could do at 900p/26fps?

That is on like TLOU quality lol http://farm8.staticflickr.com/7347/11101877674_240e353ae6_o.png

@stereointegrity said:

the cut scenes aren't in game engine.... They are all cgi rendered..... Proof is from digital foundry

"While we were undoubtedly impressed with the visuals on display in Ryse, performance is one area where Crytek has fallen a bit short. Originally touted as a solid 30fps experience, Ryse misses the mark more often than we'd like with frame-rates often fluctuating between 26-28fps. The most challenging situations even see the frame-rate drop into the teens, though such moments are few and far between and often kick in during engine-generated cut-scenes, so there is no actual impact on playability"

From http://www.eurogamer.net/articles/digitalfoundry-vs-ryse-son-of-rome

Unfortunately, that brings us to another disappointment; Crytek's stated commitment to "real-time, all the time" goes unrealised in Ryse with the move to pre-rendered cut-scenes. This is a common technique employed in many last-generation games that helps move the narrative forward while concealing loading, but we can't help feel disappointment in missing the opportunity to see these scenes play out in real-time. Of course, Crytek has claimed to use the same basic model rigging for all characters both in and out of cut-scenes. The more significant issue with this approach to storytelling lies with the video compression.

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Zaibach

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#27 Zaibach
Member since 2007 • 13466 Posts

it would, it is on rails after all

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ronvalencia

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#28  Edited By ronvalencia
Member since 2008 • 29612 Posts

@stereointegrity said:

@ronvalencia said:

@killzowned24 said:

Damn, thats the best they could do at 900p/26fps?

That is on like TLOU quality lol http://farm8.staticflickr.com/7347/11101877674_240e353ae6_o.png

@stereointegrity said:

the cut scenes aren't in game engine.... They are all cgi rendered..... Proof is from digital foundry

"While we were undoubtedly impressed with the visuals on display in Ryse, performance is one area where Crytek has fallen a bit short. Originally touted as a solid 30fps experience, Ryse misses the mark more often than we'd like with frame-rates often fluctuating between 26-28fps. The most challenging situations even see the frame-rate drop into the teens, though such moments are few and far between and often kick in during engine-generated cut-scenes, so there is no actual impact on playability"

From http://www.eurogamer.net/articles/digitalfoundry-vs-ryse-son-of-rome

Unfortunately, that brings us to another disappointment; Crytek's stated commitment to "real-time, all the time" goes unrealised in Ryse with the move to pre-rendered cut-scenes. This is a common technique employed in many last-generation games that helps move the narrative forward while concealing loading, but we can't help feel disappointment in missing the opportunity to see these scenes play out in real-time. Of course, Crytek has claimed to use the same basic model rigging for all characters both in and out of cut-scenes. The more significant issue with this approach to storytelling lies with the video compression.

"Crytek has claimed to use the same basic model rigging for all characters both in and out of cut-scenes".

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#29  Edited By sukraj
Member since 2008 • 27859 Posts

@kratosyoloswag said:

I give it 4/10.

Meh I give it 7/10 imo ok bossman.

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#30  Edited By gpuking
Member since 2004 • 3914 Posts

Having finished Ryse and in the middle progression of KZSF, I can safely say KZ beats it hands down in almost every category. If you played them on a big HDTV the difference would be even larger than the screenshots show.

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#31  Edited By ReadingRainbow4
Member since 2012 • 18733 Posts

@gpuking said:

Having finished Ryse and in the middle progression of KZSF, I can safely say KZ beats it hands down in almost every category. If you played them on a big HDTV the difference would be even larger than the screenshots show.

her face looks so good here wtf.

Agreed, It's a ridiculously gorgeous game.

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#32  Edited By KillzoneSnake
Member since 2012 • 2761 Posts

Looks nice but nothing can touch KZ SF.

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#33 blackace
Member since 2002 • 23576 Posts

@kratosyoloswag said:

I give it 4/10.

I gave it a 7 and I actually own the game unlike others who continue to score it while never playing it. The game is no where near a 4 score for me. Graphics, music and voice acting is excellent. Where it loses points is in gameplay and execution.

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#34 cheesie253
Member since 2003 • 1014 Posts

@blackace:

I agree. I'd go with a 7 too. It's got a decent length for the campaign and the story is good. Graphics and voice acting are top notch. The game was fun but like you said the gameplay is where it loses points fast. It's way too basic and repetitive.

I really don't see how the game got a 4 but it is what it is. I'd knock off three points for the gameplay mechanics other than that it's a well rounded game. If they improve on the fighting system they could have an 8 plus game next time around id say.

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#35 PhazonBlazer
Member since 2007 • 12013 Posts

Plays like a telephone too.

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bloodlust_101

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#36  Edited By bloodlust_101
Member since 2003 • 2764 Posts

@ronvalencia said:

@bloodlust_101 said:

Why didn't they add any AO? It really bothers me some times...

http://www.eurogamer.net/articles/digitalfoundry-vs-ryse-son-of-rome

" [Update: SSDO - screen-space directional occlusion, first introduced in Crysis 2 is used here],"

http://kayru.org/articles/dssdo/

Screen space ambient occlusion (SSAO) is widely used in modern PC and console games to approximate global illumination effects. It gives good results when approximating occlusion in a uniform lighting environment, such as an outdoor scene on an overcast day. Screen Space Directional Occlusion (SSDO) is a technique that was recently introduced to improve upon the visual quality of SSAO. It works by calculating occlusion and environmental lighting at the same time

New Gamespot neglects to remind you of the threads you post in..


http://farm8.staticflickr.com/7347/11101877674_240e353ae6_o.png

Seems disabled on his mask and makes the mask look pasted on. I note this in multiple screenshots. This is also visible on armor elements, and other details.

http://imageshack.com/a/img30/6608/d9k4.png

It is heavily noticeable on skin and areas where light should be restricted, such as under armour pieces.

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MrXboxOne

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#37  Edited By MrXboxOne
Member since 2013 • 799 Posts

@kratosyoloswag said:

I give it 4/10.

said the blind man

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#38 FragTycoon
Member since 2008 • 6430 Posts

The game-play reminds me of the old Christmas stop-animation specials.

At some point they must have just said f it and stopped working on missing animation (for example) like when the guy's sword is behind his back then pops down to his side.

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lundy86_4

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#39 lundy86_4
Member since 2003 • 58053 Posts

It does look pretty damn good.

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#40  Edited By Riverwolf007
Member since 2005 • 26023 Posts

lol, ryse is the game that transforms lems into cows since it is normally cows that wank on about gfx and do all they can to steer the conversation as far away from gameplay as they can.

congrats ryse, you suck so bad that you have put balance into system wars that i never thought it would have.

lems touting gfx over gameplay.

nice job on that, the world is now a shyttier place for you existing.

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ronvalencia

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#41  Edited By ronvalencia
Member since 2008 • 29612 Posts
@bloodlust_101 said:

@ronvalencia said:

@bloodlust_101 said:

Why didn't they add any AO? It really bothers me some times...

http://www.eurogamer.net/articles/digitalfoundry-vs-ryse-son-of-rome

" [Update: SSDO - screen-space directional occlusion, first introduced in Crysis 2 is used here],"

http://kayru.org/articles/dssdo/

Screen space ambient occlusion (SSAO) is widely used in modern PC and console games to approximate global illumination effects. It gives good results when approximating occlusion in a uniform lighting environment, such as an outdoor scene on an overcast day. Screen Space Directional Occlusion (SSDO) is a technique that was recently introduced to improve upon the visual quality of SSAO. It works by calculating occlusion and environmental lighting at the same time

New Gamespot neglects to remind you of the threads you post in..

http://farm8.staticflickr.com/7347/11101877674_240e353ae6_o.png

Seems disabled on his mask and makes the mask look pasted on. I note this in multiple screenshots. This is also visible on armor elements, and other details.

http://imageshack.com/a/img30/6608/d9k4.png

It is heavily noticeable on skin and areas where light should be restricted, such as under armour pieces.

Does the pictures above disprove SSDO not being used in the game?

Are you expecting some shadows under the right side of face plate? SSDO is not SSAO.

With SSDO, notice the shadow influence next to statue's head is shorter than SSAO version.

"Screen Space Directional Occlusion darkens edges where to approximate indirect shadowing, but in contrast to SSAO, it takes into account the position of every light source affecting the area".

http://www.youtube.com/watch?v=ZdvzxRST6Hk

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full_disclosure

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#42  Edited By full_disclosure
Member since 2008 • 955 Posts

I bought this game and was on the fence. It's actually fun and looks BA! While linear and somewhat repetitive there's no way in hell it's 4/10. More like 6.5 - 7.5.

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bloodlust_101

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#43  Edited By bloodlust_101
Member since 2003 • 2764 Posts

@ronvalencia said:
@bloodlust_101 said:

@ronvalencia said:

@bloodlust_101 said:

Why didn't they add any AO? It really bothers me some times...

http://www.eurogamer.net/articles/digitalfoundry-vs-ryse-son-of-rome

" [Update: SSDO - screen-space directional occlusion, first introduced in Crysis 2 is used here],"

http://kayru.org/articles/dssdo/

Screen space ambient occlusion (SSAO) is widely used in modern PC and console games to approximate global illumination effects. It gives good results when approximating occlusion in a uniform lighting environment, such as an outdoor scene on an overcast day. Screen Space Directional Occlusion (SSDO) is a technique that was recently introduced to improve upon the visual quality of SSAO. It works by calculating occlusion and environmental lighting at the same time

New Gamespot neglects to remind you of the threads you post in..

http://farm8.staticflickr.com/7347/11101877674_240e353ae6_o.png

Seems disabled on his mask and makes the mask look pasted on. I note this in multiple screenshots. This is also visible on armor elements, and other details.

http://imageshack.com/a/img30/6608/d9k4.png

It is heavily noticeable on skin and areas where light should be restricted, such as under armour pieces.

Does the pictures above disprove SSDO not being used in the game?

Are you expecting some shadows under the right side of face plate? SSDO is not SSAO.

With SSDO, notice the shadow influence next to statue's head is shorter than SSAO version.

"Screen Space Directional Occlusion darkens edges where to approximate indirect shadowing, but in contrast to SSAO, it takes into account the position of every light source affecting the area".

http://www.youtube.com/watch?v=ZdvzxRST6Hk

I see no AO on the characters in the screen shots. My statement stands.

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-Unreal-

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#44 -Unreal-
Member since 2004 • 24650 Posts

@KillzoneSnake said:

Looks nice but nothing can touch KZ SF.

On console maybe.

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ronvalencia

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#45  Edited By ronvalencia
Member since 2008 • 29612 Posts

@bloodlust_101 said:

@ronvalencia said:
@bloodlust_101 said:

@ronvalencia said:

@bloodlust_101 said:

Why didn't they add any AO? It really bothers me some times...

http://www.eurogamer.net/articles/digitalfoundry-vs-ryse-son-of-rome

" [Update: SSDO - screen-space directional occlusion, first introduced in Crysis 2 is used here],"

http://kayru.org/articles/dssdo/

Screen space ambient occlusion (SSAO) is widely used in modern PC and console games to approximate global illumination effects. It gives good results when approximating occlusion in a uniform lighting environment, such as an outdoor scene on an overcast day. Screen Space Directional Occlusion (SSDO) is a technique that was recently introduced to improve upon the visual quality of SSAO. It works by calculating occlusion and environmental lighting at the same time

New Gamespot neglects to remind you of the threads you post in..

http://farm8.staticflickr.com/7347/11101877674_240e353ae6_o.png

Seems disabled on his mask and makes the mask look pasted on. I note this in multiple screenshots. This is also visible on armor elements, and other details.

http://imageshack.com/a/img30/6608/d9k4.png

It is heavily noticeable on skin and areas where light should be restricted, such as under armour pieces.

Does the pictures above disprove SSDO not being used in the game?

Are you expecting some shadows under the right side of face plate? SSDO is not SSAO.

With SSDO, notice the shadow influence next to statue's head is shorter than SSAO version.

"Screen Space Directional Occlusion darkens edges where to approximate indirect shadowing, but in contrast to SSAO, it takes into account the position of every light source affecting the area".

http://www.youtube.com/watch?v=ZdvzxRST6Hk

I see no AO on the characters in the screen shots. My statement stands.

SSDO is dependent on light angle/vector. Your statement doesn't stand. DF > you..

Due to the surrounding lights, the AO effect is less aggressive than SSAO.

From http://mycryengine.com/?conid=8

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#46 silversix_
Member since 2010 • 26347 Posts

Shit KZ looks sooooo gud. As soon as i grab a new hdtv this boxing day i'll rent this game just to experience the only 'next gen' title available to the market. Seeing good textures on a console feels incredible lol

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#47 bloodlust_101
Member since 2003 • 2764 Posts

@ronvalencia:

Did you even review the images I quoted? There IS no form of AO visible on the characters. I don't care about surrounding lights, the actual characters seem free of any form of AO. This makes the helmet look pasted on. For all we know they disable SSDO on characters to save resources or due to graphical errors. Showing me an example box next to a wall wont change that, environment AO could be prebaked in this game for all we know.

If you want to cancel my statement try to tell me there is AO on the highlighted parts of the image I just attached.

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#49 bloodlust_101
Member since 2003 • 2764 Posts

Second picture.

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#50 XxR3m1xInHDn3D
Member since 2013 • 2365 Posts

@-Unreal- said:

@KillzoneSnake said:

Looks nice but nothing can touch KZ SF.

On console maybe.

He means PC too because Killzone