UnrealEck
Member
Yeah, I bet you'd literally explode.
Don't be absurd.
Yeah, I bet you'd literally explode.
Really hope the PC version looks this good, I will be deeply saddened if it doesn't because that gif is gorgeous
If it's not in the final build then please at least have it be moddable to a state like this. I can't see something like this in a Souls game and then not have it, it's too good lol
Is this true? That could explain the change, I guess (and removing certain types of lighting to do this would be the easiest way to still be able to meet deadlines). Maybe that's too drastic. I don't know.Yeah, I was happy at the time to hear that From would stick to their vision after all of the complaints of "too dark" from beta players.
I apologize if you feel like you were spoiled but as others have pointed out it's been shown in the reveal trailer. It's also not the actual name of the place, I thought it was vague enough not to bother anyone but I'll be ultra careful in the future.
Sorry.
I apologize if you feel like you were spoiled but as others have pointed out it's been shown in the reveal trailer. It's also not the actual name of the place, I thought it was vague enough not to bother anyone but I'll be ultra careful in the future.
Sorry.
Is this true? That could explain the change, I guess (and removing certain types of lighting to do this would be the easiest way to still be able to meet deadlines). Maybe that's too drastic. I don't know.
Fan feedback from the beta was overwhelmingly positive, yet the darkness of the woods was a common complaint – not only because players wanted to relish the series’ glorious High Gothic environments, but also because it makes progress harder. You can carry a torch in your left hand, lit from a bonfire (the series’ sanctuary for restoring health and levelling up) but extinguished when unequipped, or you can carry a shield for protection. Choose.
“I don’t think that we’re going to make it any brighter, but we do understand that there are dark areas,” Miyazoe says. “The cave is pretty much pitch black if you don’t have a torch, but that’s part of the gameplay as well. After playing it ten or 20 times, you’ll start to memorise how the path goes and then you won’t need a torch.”
And if fear over Dark Souls II’s accessibility got the better of you, just ask Miyazoe what to do if you find yourself torchless in a deep, dark place far from a bonfire. “Um, you’ll die?” he laughs. “There will be critical moments where you are forced to choose between the shield’s protection or vision ..."
-This is just a personal thing I noted, but it seems like there are fewer specular shaders in this than in DkS1. Armor has them and I've seen them when I've had oil thrown at me, but other than that they seem pretty sparse.
wtf is wrong with me, how could I have looked at that and expect that to be in the final game?
It didn't sound like an absolute assertion that they would never change in the face of majority feedback saying it's a problem. They wouldn't want that to hurt the success of the game.I dont think that were going to make it any brighter, but we do understand that there are dark areas,
wtf is wrong with me, how could I have looked at that and expect that to be in the final game?
Games generally don't look as good as small gifs because these small gifs hide imperfections.
for overall IQ and textures detail? sure. but I at least want that dynamic lighting casting all those shadows
wtf is wrong with me, how could I have looked at that and expect that to be in the final game?
Yeah, it looks gorgeous. I don't know whether to think that 360/PS3 could've ran that or not, I'm guessing the latter though.Obviously not the final build but the footage in January, its in, but I just don't understand why they would remove it.
http://www.youtube.com/watch?v=TowEGaVreLM Some spoilers of course.
I've been playing the game for about 20 hours now, on PS3. Some thoughts:
-The game noticeably lacks lighting in a lot of areas. There are lots of dark/underground/gloomy areas that have no ambient lighting at all and it looks incredibly jarring.
-There are dynamic lights in the game, but they are relatively few and far between (the screenshots someone posted above highlight some of these areas) and often feature very low-res shadows and wonky framerates.
-There is a pretty aggressive ambient occlusion technique being used that yields mixed results. It looks good on objects/bodies on the ground, but makes grass and a lot of indoor areas look really weird. It's also caused some framerate issues for me.
-Even in areas with better lighting, the game looks nothing like the demo videos.
-The torch system appears to be dynamic and looks pretty excellent with a torch equipped or when standing next to a sconce, but it also causes pretty dramatic framerate dips, especially in areas that have other light sources.
-This is just a personal thing I noted, but it seems like there are fewer specular shaders in this than in DkS1. Armor has them and I've seen them when I've had oil thrown at me, but other than that they seem pretty sparse.
I hope the PC version doesn't get handicapped.
Obviously not the final build but the footage in January, its in, but I just don't understand why they would remove it.
http://www.youtube.com/watch?v=TowEGaVreLM Some spoilers of course.
Yeah, it looks gorgeous. I don't know whether to think that 360/PS3 could've ran that or not, I'm guessing the latter though.
http://www.youtube.com/watch?v=TowEGaVreLM Some spoilers of course.
It's been said many times before but journalists and show goers have played this build on actual PS3's without any trickery at previous events. There's TGS footage of the game that looks exactly like that![]()
At the very least, it looks nowhere near as good as the previews and demos. Animations are a marked improvement, at least.
That is so depressing.
The shadows from the lightning are still in the final game, certain dynamic parts of the lighting engine are still there in the final game but that area does not look the same.
It's grey and flat, missing alot of the atmosphere you see in that gif.
I've been playing the game for about 20 hours now, on PS3. Some thoughts:
-The game noticeably lacks lighting in a lot of areas. There are lots of dark/underground/gloomy areas that have no ambient lighting at all and it looks incredibly jarring.
-There are dynamic lights in the game, but they are relatively few and far between (the screenshots someone posted above highlight some of these areas) and often feature very low-res shadows and wonky framerates.
-There is a pretty aggressive ambient occlusion technique being used that yields mixed results. It looks good on objects/bodies on the ground, but makes grass and a lot of indoor areas look really weird. It's also caused some framerate issues for me.
-Even in areas with better lighting, the game looks nothing like the demo videos.
-The torch system appears to be dynamic and looks pretty excellent with a torch equipped or when standing next to a sconce, but it also causes pretty dramatic framerate dips, especially in areas that have other light sources.
-This is just a personal thing I noted, but it seems like there are fewer specular shaders in this than in DkS1. Armor has them and I've seen them when I've had oil thrown at me, but other than that they seem pretty sparse.
I don't think I've seen this area yet, but there's nowhere in the game I've seen so far that looks like this.
![]()
Still have a little bit of hope for the PC version though, but if they do include all the shit back, it'd look so far better than the console version... i don't think they'd do that without pulling a "Super Death Edition" or some other next gen crap, for people to triple dip, along with a ps4/XBone version.
See Tomb Raider complete edition sold at full price.
It's been said many times before but journalists and show goers have played this build on actual PS3's without any trickery at previous events. There's TGS footage of the game that looks exactly like that![]()
Here's some offscreen footage from the TGS demo running on actual PS3 hardware.
Really shows off how awesome the torch mechanic could be.
http://www.youtube.com/watch?v=-GdJP_Jhs2s
You see him go in there with the torch first, he dies and then at 2:40 he goes back in there without the torch. He literally can't see anything, it's a huge component of the gameplay that just got outright removed. He fumbles around in there a bit and then promptly realizes that it's not going to happen without a torch.
That exact area in the final build is just a grey drab corridor where you can easily see everything with no torch. People saying that it's not a big deal don't seem to realize that this actually affects gameplay dramatically considering the game is clearly built around this mechanic.
Still have a little bit of hope for the PC version though, but if they do include all the shit back, it'd look so far better than the console version... i don't think they'd do that without pulling a "Super Death Edition" or some other next gen crap, for people to triple dip, along with a ps4/XBone version.
See Tomb Raider complete edition sold at full price.[/QUOTE]
This is totally Namco's MO. Dammit, something like this happens every time I pre-order something. I should know better by now. Maybe GMG will allow me to cancel.
..I think I'm going to need an official statement before I order again.
This is disappointing to hear. I would be okay with it if the framerate didn't dip, but it sounds like it does in some places despite the downgrade.
I'm still getting it, but man. Would be nice if they came out and said "yes, we know it is not what you saw before. We have a patch that'll come out to fix that day one/soon"
This is totally Namco's MO. Dammit, something like this happens every time I pre-order something. I should know better by now. Maybe GMG will allow me to cancel.
..I think I'm going to need an official statement before I order again.
A patch supposedly can't fix this, basically other than a rerelease/next gen upgrade/good pc version, the game is the way it is now forever.
I am one of said show goers. It really did look amazing and ran perfectly fine. And the dynamism of the lighting was probably 90% why it looked so great.
It's a huge bummer, but when it comes down to it, no one wants DSII: Blighttown Edition
I think it's more than a performance thing, my wild guess is that they were running out of time and money, and couldn't get the entire game to look as good as the stuff they showed, so they just nerfed the better graphics to match with the rest of the game they never got to that level of quality.
I can't imagine why native resolution wouldn't be properly done on the PC.
Edit:Whoops wrong thread.
Yeah I honestly wouldn't even be surprised if the PC version was just as drab and flat.
This is disappointing to hear. I would be okay with it if the framerate didn't dip, but it sounds like it does in some places despite the downgrade.
I like this theory. The game was incredibly dark on the network test. But it also looked like shit aside from the torches areas.The only other explanation that might make some sense is that From did some testing late in development and got pretty much overwhelming feedback that the game was too dark and relied too much on the torch mechanic. They panicked and the only way to quickly change things was to turn off a significant part of the lighting solution to make the game brighter overall, might explain why some outdoor areas are less affected?
Who knows, taking wild guesses here honestly.
I've been playing the game for about 20 hours now, on PS3. Some thoughts:
-The game noticeably lacks lighting in a lot of areas. There are lots of dark/underground/gloomy areas that have no ambient lighting at all and it looks incredibly jarring.
maybe they want us tu use the torch lightning system, lightning a torch in a room completely changes the lightning from bland and lifeless to yellow bright light and if you die the torch stays on. I made some shots.
without torch
![]()
with torch
![]()