@gpuking said:
You are a fool zee, shadowfall and BF4 both use a classic deferred shading method as mentioned in their tech paper. DS is actually more taxing and bandwidth demanding than DL simply due to storing both attributes of diffuse and specular irradiance in a single pass, thus the G buffer is much bigger. You can debate the pros and cons in another thread but your moronic statement of deferred rendering > forward rendering is down right laughable. There are so many factors in a game engine that matters more than just a different type of lighting renderer. Talk about knowing the graphics, you crack me up bad.
http://www.slideshare.net/guerrillagames/lighting-of-killzone-shadow-fall
Go and read the workflow section about the material pass. Either way Deferred Rendering > Forward Rendering. One gives you dynamic lights with harder to implement AA and much harder to work with transparent objects, the other has prebaked lightmaps and shadows. You see dynamic vs prebaked solution. Cry all you want. The Order 800p is prebaking everything it can and has no dynamic lights only diffuse lightmaps. Even better solution is the combination of both techniques Crytek did for Crysis 3 but that is too far beyond the capabilities of both the 900pStation and the Sony first party.
So lets dissect The Order 800p - your supposed graphics king:
- 1920 x 800 = Only 6.7% more pixels than 900p (It's Ryse territory :P)
- QTE fest linear onrails experience
- No dynamic lighting
- Bad draw distance
- Crappy textures
- Image covered with film grain (and Gaussian blur though I need to find the link for it)
- Pretty sure the scene poly count will be less than Crysis 2
- 4xMSAA which will not be present in the final version
- 10 FPS though they will manage to make it run at 30 FPS, LOL if not.
The rest it is employing is 2008 tech.
Log in to comment