The Order: 1886 Gets New Direct-Feed Screenshots From Obama

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Even Galahad can't deal with it.

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Um... I don't think they look that great. They are really blurry.

I totally forgot that this is what the thread is about.
 
ahh thanks for the explanation. Also, what happened to the soft body physics in this game? Wasn't everything suppose to be destructible? Guess the PS4 couldn't handle it?
No idea, I would love to have someone who owns the game test out how this "stuff" works, if it is there.
Everything is destructible? Please show me where RAD said that.

They never said anything. Blame shinobi or whoever started the whole crap rumor softbody hype stuff.
 
Everything is destructible? Please show me where RAD said that.

I believe all the objects in the world were suppose to be interactive.

edit:

Ru spent most of the session talking about how The Order: 1886 uses a revolutionary physics system which allows individual objects and its constituent materials to be realistically broken up or deformed ad infinitum. During his presentation the audience was treated to two live prototype gameplay demonstrations (running on a PC with PS4-approximate specs) showing these features in action, and also demonstrating how objects in the environment such as flags are affected by the physical forces associated with a particular environment (in this case wind). Each of the three flags we saw in the second demo fluttered independently of each other, seemingly affected by their position in relation to the wind.

Whereas most games don’t feature deforming materials, Ready at Dawn is determined to create a true next-gen experience by allowing players to interact with the game’s environments in unprecedented ways using the various weapons you’ll be able to equip over the course of your adventure. During the first demo we saw how throwing a grenade into a wooden box blows it into tiny splinters. If you throw another grenade into the newly formed mass of splinters then the resulting explosion will blow them into even smaller fragments. The effect really is astonishingly realistic!

Hope they make a PC game with this engine in the near future
http://www.el33tonline.com/post/201...ced-physics-system-revealed-at-gamescom-2013/
 
They never said anything. Blame shinobi or whoever started the whole crap rumor softbody hype stuff.
Blame them for what? Soft body physics is just a fancy word for realistic deformations of objects and saying that a game has it doesn't necessarily mean all objects have soft body physics applied to them.
 
Everything is destructible? Please show me where RAD said that.

I don't think everything is destructible, but in the footage I posted above (at around 3:40) Galahad was reloading and taking cover behind something made out of wood, someone shot him with the triple crown coach gun and it both destroyed his cover and sent him to a downed state.

Not sure the extent of interaction and destructibility between objects, we'll have to wait and see I guess.
 
Let's wait to actually see what "soft body physics" actually means. Unfortunately, beyond some hypish fanboy stuff and rumor mongering (shinobi should be ashamed how often he is guilty of doing this), the devs have never outlined this technical feature. For all we know this could be the exact same stuff technically as "meat cube" in gears of War 2: which is not impressive technically.

I agree but "Fanboy" is just stupid talk and mostly the sign when it is brought up highlights more on the originator than the aim. Platform rivalry period is dumb so lets ignore that part.

We have seen already this happening with Grenade explosion taking off part of arm, body as it explodes here and breaking the wooden crate next too him.

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Again heads come off when shot with a physics based delayed fall, watch his left foot twitch on toes before falling, right after his bowler hat lands.

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Lastly to highlight just the amount of physics in the game you can see the leg destruction here from the shotgun so again we have partial, limb and full destruction. Also notice the curtain on the right billows from the shot as he shoots which is caused from the force of the blast. Along with with specular highlights from the particle flash on all scenery.

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The lycan trasnformation is definitely cool, but real time mesh changing isn't exactly new.

I know hence why I said that others games do these but it is the amount all working in this one, and I struggle to thing of games that do this many.

1. I find the company of Crytek to be quite shit actually (their engine is great though).
2. http://www.loneclone.de/projects/cry...tro-jailbreak/
My job was to stage the Crysis 3 Jailbreak intro cinematic & supervise overall execution on all shots and assets needed. Everything was rendered in the actual game build, no compositing or color grading was done to the final image.
You are factually wrong. Much like Ryse, that video is just pre-rendered because Crytek are incompetent these days (console focus). Not because it is unachievable in real time.

No I am actually Factually correct as you have just exampled, the fact it "could" have been done in real-time is irrelevant that is was and is not and you can see the increase in PP in the scenes that are not RT clear as day. As you could in Ryse.

Sorry I thought you also held Crytec as the example of the only Tech house. I think they are a great team and the Cryengine is superb but saying it does most things better and in "real-time" is incorrect. Even its GI use in Crisis 3 and the improved version in Ryse is still far from a real-time solution like Ray trace or even Voxel cone, every version is a "hack" the implementation and method is what matters. Plus the GI in Crysis 3 is based on a single light source not multiple

PBR is full of a whole host of features for a variety of materials (proper relfections, linear lighting, light atenuation factors, area lights, etc...). So while this games clothe representation is beyond fantastic, it is lacking in other areas as will become evident upon release. For example (something I wanted to avoid talking about for spoiler reasons):
Because this game doesnt use SSR to mask specular (instead it uses cubemaps and those interesting capsules for character reflections), you see specular bleeding quite often on objects. This is heavily evident in a lot of sections in the leaked footage. It is the same problem the AC: Unity has.
Spoiler image below where you can specular light leaking due to no SSR:
http://abload.de/img/capture7buoh.png

On the other hand, those reflection capsules for characters have some cool side effects... like being able to see your "character's darkened reflection" while off camera or whilst facing objects.

But this is the same as guessing what they DID do to what they did not. I do not want to spoil the game for myself so I will take your word on it. But by using most likely dynamic cubemaps with Capsule silhouettes for characters is again a great and much more solid implementaion that SSR that has all the artifacts and banding that goes with.

The Diffuse, radiance, Fresnel along with the bouncing of light sources in the game tied in with the Shader process is still the best yet seen. They went to pain staking efforts of getting each material, object scanned and presented in the game accurately. With additional composite maps for each separate element of surface condition and AA that would otherwise be missed by the 4xMSAA the game uses.

It is not only impressive visually but just as much technically.
 
Blame them for what? Soft body physics is just a fancy word for realistic deformations of objects and that doesn't necessarily mean all objects have soft body physics applied to them.

I am not saying blame RAD, but there was some hype-inducing stuff about "soft body physics" and "deformation" being spread by certain posters. A lot of people constantly asked or wondered when it would be shown off (metal bending, bodies breaking apart in a different manner each time, etc...). To my knowledge, RAD never ever mentioned this. Just certain posters on twitter and NeoGAF who have no actual affiliation with RAD.
 
I believe all the objects in the world were suppose to be interactive.

edit:



Hope they make a PC game with this engine in the near future
http://www.el33tonline.com/post/201...ced-physics-system-revealed-at-gamescom-2013/

Where is it saying that all objects would be interactive? The snip you posted just say that their engine can simulate individual objects destruction (and i think that's whats happening with the enemies bodies on some of the videos that we saw)
 
I am not saying blame RAD, but there was some hype-inducing stuff about "soft body physics" and "deformation" being spread by certain posters. A lot of people constantly asked or wondered when it would be shown off (metal bending, bodies breaking apart in a different manner each time, etc...). To my knowledge, RAD never ever mentioned this. Just certain posters on twitter and NeoGAF who have no actual affiliation with RAD.

Actually, RAD gave whole talks on soft body physics and their implementation in The Order.
 
your last 3 posts p much show you have zero interest in this game, why are you even in here? lol

I have high interest in this game. I am playing Last of Remastered on PS4 and really loving it, although this game won't be as good as TLOU I am still looking forward to buying it once I get a job.
 
I have high interest in this game. I am playing Last of Remastered on PS4 and really loving it, although this game won't be as good as TLOU I am still looking forward to buying it once I get a job.

Fair enough, continue pointing out things you don't seem to like about it so far :)




Anyway, picking this up on launch and hoping to play through over the weekend, pretty excited to see what's in store!
 
I agree but "Fanboy" is just stupid talk and mostly the sign when it is brought up highlights more on the originator than the aim. Platform rivalry period is dumb so lets ignore that part.
I did not mean to use fanboy to harken platform-wars stuff, rather to point out a lot of people use technical words without knowing what they mean.
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I would really wait for the game to comeout

I know hence why I said that others games do these but it is the amount all working in this one, and I struggle to thing of games that do this many.
AC unity, Ryse, they all have clothe, character hair movement, etc...
No I am actually Factually correct as you have just exampled, the fact it "could" have been done in real-time is irrelevant that is was and is not and you can see the increase in PP in the scenes that are not RT clear as day. As you could in Ryse.
Crytek devs have stated multiple times that the Cutscenes in Ryse are realtime and capable completely in engine. They are just used for masking loading on the xb1 version, and since the PC port is lazy, they never went back and put in the animation data. Same with that first cutscene in Crysis 3. It is used to mask the loading as well have pre-rendered so it runs on xb360 and PS3. The extra "PP" you are talking about is litterally jsut low bit rate video. No joke. Why would a person who doesn't work for crytek lie about some video he alone created?
Sorry I thought you also held Crytec as the example of the only Tech house. I think they are a great team and the Cryengine is superb but saying it does most things better and in "real-time" is incorrect. Even its GI use in Crisis 3 and the improved version in Ryse is still far from a real-time solution like Ray trace or even Voxel cone, every version is a "hack" the implementation and method is what matters. Plus the GI in Crysis 3 is based on a single light source not multiple
I would agree that the GI isnt the best now or most comprehensive.. but it is basically the only real time GI in a game engine (with released games) that isn't based on lightmapping or generating a completely different set of textures. But like I said, the engine does almost everything better than everything else. For every instance where the GI has limitations (sun limited), the POM, PADM, forward shaded special materials, plant physicalization, etc... is pretty much top of its class.

But this is the same as guessing what they DID do to what they did not. I do not want to spoil the game for myself so I will take your word on it. But by using most likely dynamic cubemaps with Capsule silhouettes for characters is again a great and much more solid implementaion that SSR that has all the artifacts and banding that goes with.
It is extremely arguable that "not going with SSR" produces better results. SSR doesnt have banding limitations unless it is rendered at a lower res, likewise there are ways to limit its artifacting (deep G-Buffer, temporal resampling). I would argue having a specular occlusion function, which SSR does extremely well, is very important.
The Diffuse, radiance, Fresnel along with the bouncing of light sources in the game tied in with the Shader process is still the best yet seen. They went to pain staking efforts of getting each material, object scanned and presented in the game accurately. With additional composite maps for each separate element of surface condition and AA that would otherwise be missed by the 4xMSAA the game uses.

It is not only impressive visually but just as much technically.
All those things you list are done by every PBR engine pretty much. Rather, the thing the Order should be praised for is its clothe rendering... which no otehr PBS engine does. I think the game is doing a lot of stuff that I find technically great, but there is a whole bunch of people who type stuff like "looks like real life, yo." or "best grafix 3va!"

Likewise, like any engine, you can critique the deisgn diecision mades regarding certain effects whilst still recognizing it is good looking. That is basically what I enjoy doing. I do it with any and every engine.
Actually, RAD gave whole talks on soft body physics and their implementation in The Order.

Which we unfortunately heard only about through secondary sources. We never actually learned what it is doing.
 
From the videos that I've seen, the only thing I don't like is the triangle prompt popping up whenever you're near an enemy. I'd like the contextual melee to be like TLOU. No prompts, it's up to the player to decide if they want to use melee or not.

I'm guessing (hoping) that this happens only in the beginning of the game during tutorial sections and that it stops once the proper game starts.
 
I dub this the KKRT00 Rhapsody

RAD do you hate IQ?
Sends shivers down my spine
Chromatic Aberration all the time
Goodbye depth of field
Film grain's got to go
Sometimes I wish the bars weren't there at all

I see a little bits of grain on the screen
Travesty Travesty will you turn it off please

Cinematic game
Anyone can see
Cinematic games just arent for me
Cinematic gaaaaames

This is pretty good stuff right here. I approve.
 
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