I think Quantum Break is up there. So far it has the best hair to me.
Edit: Nope, wrong on the hairs.
Then for you this one shows off the characters (dat Lena Headey)
http://fc01.deviantart.net/fs70/f/2013/194/1/6/the_order_1886_gif_2_by_gifsandmore-d6dbuq3.gif
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This beats out Crysis 3 characters by a country mile imo and thats PS3.
Those staches look good enough to have there own game.
Just for the record No one cares what you believeYeah sure "Real time". I'll believe it when I see it in person on a PS4.
Dat lighting:
I don't know if anyone remembers but iirc an MGS4 developer made an off hand comment about how the moustache of solid snake contained the same number of polys as a regular PMC individual from MGS3. Makes me wonder how many solid snakes can made with this guy's stache.
I will say one thing... whatever one wants to compare The Order to, very few other games let me approach the steam punk 1800s setting this is set in, in a huge open world London apparently, and so I'm extremely excited just to be able to explore a unique game setting like that.
Here is only the face of Infamous:Second Son main charachter:
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http://www.youtube.com/watch?v=7rh7DKvLxMY
Damn, this is a lot of polygons.
Polycount doesn't look that amazing. I think that the excellent lighting is creating the impression that the models are a lot more advanced than they seem.
and is a open world game......
To be fair, he's not going to have that many polygons in gameplay when you're controlling him and jumping about etc but its an amazing amount of polys for the cut scenes and close ups etc.
To be fair, he's not going to have that many polygons in gameplay when you're controlling him and jumping about etc but its an amazing amount of polys for the cut scenes and close ups etc.
Yeah sure "Real time". I'll believe it when I see it in person on a PS4.
To be fair, he's not going to have that many polygons in gameplay when you're controlling him and jumping about etc but its an amazing amount of polys for the cut scenes and close ups etc.
In fact, here are two gifs that show just how high fidelity the in-game models are if they were not burdened with poor image quality and allied with a few post processing effects:
http://i.minus.com/iPpr9tYtfecfK.gif
http://i.minus.com/iCUqqfzVtsOci.gif
The OP states that the characters in The Order are something more or less unique. I disagreed - at least judging from the posted screenshots - and then offered a different game. Which people can disagree with of course, but I was perfectly on topic.
So all we have is there word that is will look 100% the same in game? Every E3 & every console launch we get stuff that turns out to be bullshots. I'm not saying this will the case here as at least the video of it is only 720 & it will be great if that is what it looks like just untill we get some gameplay video's we should try & stay grounded. I'm going to leave now as I do not want to come across as being troll bait, I'm still only a junior![]()
Not open worldis lineal .
The key is not the polygon count when you are like, super zoomed in. Most games have different models depending on the camera position. The interesting part is how many polys characters are pushing when you are actually playing, like Nathan Drake is about 30k, Gears 10k etc
Are you sure about this ? I hate this kind of thing about different level of detail between characters models and in cut scene. God bless Ready at Dawn for the choice they have made.
No i'm not sure but it seems like overkill a bit as you really don't need that many polygons when you're controlling a small character from behind.
One thing I find really impressive is the lace around the woman's neck. It looks perfect. Not a flat texture, actually modeled.
That's likely the shader(s). Skin is hard to replicate because it absorbs light instead of bouncing it back. Subsurface scattering is what they use to get close to that.Out of all the screens posted in this thread The Dark Sorcerer looks the most real. Dunno if it has to do with the poly's but the skin is just right. Not to waxy and not too wet looking.
yes but if it's not a problem for the engine and the console can do it, why not ? You can stop the character and play with the camera and see the level of detail, the facial expressions, and things like this. When i see difference between a character model in game and in cut scene i want to jump out of a window....i hate this thing![]()
The key is not the polygon count when you are like, super zoomed in. Most games have different models depending on the camera position. The interesting part is how many polys characters are pushing when you are actually playing, like Nathan Drake is about 30k, Gears 10k etc
This shot is beautiful. Dem next gen reflections.
They say it was real-time running on the PS4.Even though people are posting real time screen caps that out do 1886 I had thought that the 1886 teaser was all pre-rendered...
Even though people are posting real time screen caps that out do 1886 I had thought that the 1886 teaser was all pre-rendered...
I'm no expert but as far as i know, most games use that technique. High polys for close ups and cut scenes and lower poly modles for actual gameplay, especialy in a game like Infamous where you are controlling a small character from behind. If the developers had no trouble pushing this many polygons ingame then the game would be 60fps, in fact most games would be 60fps. Developers would never sacrifice stuff like that just so the ingame character could have a ridiculous amount of polygons which it doesn't need as you can't see the characters face anyway when playing.
it's all real time and you can see, i have watched the trailer i don't know how many times (i'm crazy about this game i know!) and you can see a good amount of errors tipical of rendering in real time. In the long view of London, the shadows appears below the carriages a little in retard, and there are other errors here and there! Watch it very carefully and you'll see too!
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They say it was real-time running on the PS4.
it's all real time and you can see, i have watched the trailer i don't know how many times (i'm crazy about this game i know!) and you can see a good amount of errors tipical of rendering in real time. In the long view of London, the shadows appears below the carriages a little in retard, and there are other errors here and there! Watch it very carefully and you'll see too!
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http://www.gameslave.co.uk/picstore/Uncharted-3-Drakes-Deception/19322yemen_drake_scared.jpg[/IMG ]
next-gen on sudoku watch[/QUOTE]
That scene wasn't in real time though.
EDIT: And yeah, I know you're joking! It's just that I also know some people don't know that.
this is the first time i read this thing, i know different models are sometimes used for cut scene and gameplay section, but for the main character different amount of polygons depending on the camera position? Are you sure ? O_O
i just want to note that while this may be true, people said the same thing about the Killzone CG for PS3. They actually pointed out flaws in the video to show how it was real-time![]()