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Let's talk about The Order:1886 characters models....

The fact that the arms when bent are not creating folds in the fabric when moving...the plate Armour and in particular the chains on the shoulders are simply textures....Armour in real life has its own movement separate to the body..its own weight..its components have their own mass which reacts to the body but not in the same movement of the body

I agree with most of what you said, but the cloth does indeed deform and fold when arms are bent, or when fabric is pulled (watch the beginning of the trailer when one character peeks out the window at the view of London), or the way the carriage driver's robe folds when he gee's the horses (at 1:26). At 1.56, Gallahad kneels down to inspect the blood on the ground and you can see his cloak folds and rides up his leg before slipping to the side.

They are sub 1080p and working with SSM. Why not?

I seem to remember Seth Killian stating that SSM we're handling producing duties. It's possible they're helping out in other areas, but RaD are technically proficient enough (and are using their own engine), that they don't need SSM's help to make a technically amazing game.
 
Can't wait for next-gen mustaches! lol.

The Crysis 3 stuff posted so far is pretty clean, but as others have already pointed out also kinda meh. Especially the bald guy, he's just plain creepy.

Is the Quantum Break footage in-engine or CG? Hair looks awful. They should ask Square-Enix for help on that.
 
They are sub 1080p and working with SSM. Why not?

Well i'm not saying the characters can't look like that, but developer comments as vague as that have no value whatsoever. The game is clearly still early in development and those models might or might not be cut-scene models too.
 
The dirty secret of the master race exposed! The lemonade stand budgets of PC games are not enough to drive technology forward. Leaps like these are taken during a console transition when the big dogs turn their attention toward more powerful hardware.
 
killzone3_1006hptd.jpg


4uwsab.jpg

Just in two years.
 
Well i'm not saying the characters can't look like that, but developer comments as vague as that have no value whatsoever. The game is clearly still early in development and those models might or might not be cut-scene models too.

According to RaD, there aren't any going to be cutscenes in the game.

"We also strived to create a seamless experience when it came to the game. The idea was to make sure that you never saw any visual discrepancies or breaks in continuity between gameplay and cinematic. Our game models and our cinematic models are one and the same, and everything is rendered real time in the engine as you play the game. The trailer we presented is a great example of that. What you saw is running in-engine, in-game with no gimmicks. These visuals are what you can expect of the final game when you play it."
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ochocinco please. did you have to post the lamest character in witcher 2? and i LOVE the graphics in that game but the facial models aint got shit on order 1886 and especially not Crysis 3.

edit: yep. definitely agree crysis 3 does look more impressive.
 
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Crysis 3 looks better too.
The models used in The Witcher 2 are not more detailed by any stretch of the imagination.

Also, it was released in 2011, not 2009.

I love the game and it looks wonderful, but I feel like you're posting it without seriously looking closely at the models between the two.
 
The models used in The Witcher 2 are not more detailed by any stretch of the imagination.

Also, it was released in 2011, not 2009.

I love the game and it looks wonderful, but I feel like you're posting it without seriously looking closely at the models between the two.

Though armor textures are ssoooo fucking goood.
 
Though armor textures are ssoooo fucking goood.
Oh yeah, the texture work is lovely throughout the game.

Why do people judge the graphics of anything but actual gameplay? How many times can people be fooled by that in-engine nonsense before they start to catch on? Their capacity for being duped seems to be boundless.
Well, the situation has changed with new hardware. We don't yet know one way or another how the final results will ultimately turn out.

With the current generation consoles we are all aware of what they can produce from an image quality perspective so it's easy to call out enhanced shots.
 
Looks impressive for a small off screen gif of a pre-rendered cutscene.
Not pre-rendered. Quantic Dream is notorious for rendering everything in real time. Here is a direct feed GIF with higher resolution from a different scene. Still looks pretty damn good for real time on PS3 IMO:

amarrw.gif




Those are either pre-rendered or bullshots; certainly not a true representation of the game in either case.
Definitely bullshots, direct feed still looks good tho:

 
The characters in Quantum Break almost looked real in parts.

izPYoBAqJzGbC.gif


Too bad the illusion more or less broke in the close ups and in different lighting conditions.
 
The characters in Quantum Break almost looked real in parts.

Too bad the illusion more or less broke in the close ups and in different lighting conditions.

I agree that QD's demo, Quantic Break and Second Son showcased the most impressive realtime characters. The only issue I had with the Quantic Dream characters was the odd, ashen skin texture for the characters.
 
Well i'm not saying the characters can't look like that, but developer comments as vague as that have no value whatsoever. The game is clearly still early in development and those models might or might not be cut-scene models too.

Vague? That have stated it plainly, without equivocation, and it's been quoted multiple times in the thread.

You are not reading, and it's annoying.
 
People who are calling it "low poly" need to reconsider. It's looks well above any current console game. The articulating or otherwise accessories attached to their uniforms, the anchor points on which the cloth bends and the detailed faces with beards make me believe otherwise. Drake's model with its modest attire in U3, for example, is around 40K poly.

I'm calling it now: Each of these character comprises between 60-90K.

Vague? That have stated it plainly, without equivocation, and it's been quoted multiple times in the thread.

You are not reading, and it's annoying.

I agree. If anything, we will see the highest LoD (in-game) model in cutscenes. It is the most logical outcome.
 
People who are calling it "low poly" need to reconsider. It's looks well above any current console game. The articulating or otherwise accessories attached to their uniforms, the anchor points on which the cloth bends and the detailed faces with beards make me believe otherwise. Drake's model with its modest attire in U3, for example, is around 40K poly.

I'm calling it now: Each of these character comprises between 60-90K.



I agree. If anything, we will see the highest LoD (in-game) model in cutscenes. It is the most logical outcome.

but they have said that there is no gimmicks, the same models are for gameplay and cut scene. You don't believe them?
 
I agree. If anything, we will see the highest LoD (in-game) model in cutscenes. It is the most logical outcome.

I have no idea what we'll see. Dev could be lying, I don't know. No feeling on it one way or another.

But... they said what they said, very matter-of-factly. So there is not much wiggle room for interpretation. It certainly was not "vague".
 
but they have said that there is no gimmicks, the same models are for gameplay and cut scene. You don't believe them?

No I do believe them. Generally in a video game, objects with complicated geometry, such as humanoid models or buildings etc have multiple LoDs i.e. Level of Detail states ranging from its lowest poly form to its highest one. These models are either stored in RAM (or streamed) and are displayed according to distance between the player and the object in question (because the gpu can render a finite amount of polygons on screen). As such you may have come across the term, "LoD pop in". Another example comes from GG who stated that they used 10K poly for Helghast soldiers with 3 LoD states in KZ3 and are using 40K in Shadow Fall with 7 LoD states for the same.

Here's an example where you will see a slight change in the model of Helghast soldier as the player gets closer (swapping LoDs):

http://fc05.deviantart.net/fs71/f/2013/195/a/3/kz_3_gameplay_5_by_gifsandmore-d6dfa72.gif

In cutscenes, the highest LoD model is used and it is quite playable.
 
Well, the situation has changed with new hardware. We don't yet know one way or another how the final results will ultimately turn out.

With the current generation consoles we are all aware of what they can produce from an image quality perspective so it's easy to call out enhanced shots.

I don't know, I think it's more parsimonious to assume that it hasn't changed until we see evidence otherwise.

Granted, I'd love to see it go the other way. It just bothers me when people say that game A trumps game B, without recognizing or accounting for the fact the game A is "in-engine" (a la the Halo 3 announcement), and not "gameplay."

I don't too caught up in console warz and dick-waving contests, but I have to see failures of critical thinking (and I'm not accusing you -- you generally seem to have your act together).
 
No I do believe them. Generally in a video game, objects with complicated geometry, such as humanoid models or buildings etc have multiple LoDs i.e. Level of Detail states ranging from its lowest poly form to its highest one. These models are either stored in RAM (or streamed) and are displayed according to distance between the player and the object in question (because the gpu can render a finite amount of polygons on screen). As such you may have come across the term, "LoD pop in". Another example comes from GG who stated that they used 10K poly for Helghast soldiers with 3 LoD states in KZ3 and are using 40K in Shadow Fall with 7 LoD states for the same.

Here's an example where you will see a slight change in the model of Helghast soldier as the player gets closer (swapping LoDs):

http://fc05.deviantart.net/fs71/f/2013/195/a/3/kz_3_gameplay_5_by_gifsandmore-d6dfa72.gif

In cutscenes, the highest LoD model is used and it is quite playable.

yeah i understand what you mean, i know the diffent LoD model, square games are famous for this, but for example uncharted games for main characters don't use lod right ? And i suppose that Ready at Dawn was refering to models of the main characters that remain the same between gameplay and cut scene. It's possible that lod will be used for npc characters with different settings according to distance, but the main characters controlled by the player don't use lod, like uncharted series ? It's possible right ?
 
The main character, Drake, if I had to guess, may not have had a LoD set since the protagonist was within a small distance from the camera 99% of time. That's the case with all protagonists' models that are both visible (third person) and remain within a confined distance from the camera.

The one game I know conclusively that didn't use LoD states despite showing its protagonist from varying distances was GoW: Ascension.

However, the same perhaps can not be said be said for main characters that are not in the players' control. In the case of Uncharted, perhaps Sully, Elena, Chloe etc had multiple LoD states. It all comes down the how much the devs can get can get away with without affecting the performance (framerate is one prime example).

In Order 1886, as you aptly put, perhaps only NPCs will have different LoD states and the highest ones will be used for both closest distances between you and them during gameplay and cutscenes.
 
Not that amazing judging from your screenshots.


Man these games are going to look amazing once the dev tools and studios mature.

Anyone think Crysis may get a rerelease on these consoles as a bundle, especially with the familiar architecture?
 
The main character, Drake, if I had to guess, may not have had a LoD set since the protagonist was within a small distance from the camera 99% of time. That's the case with all protagonists' models that are both visible (third person) and remain within a confined distance from the camera.

The one game I know conclusively that didn't use LoD states despite showing its protagonist from varying distances was GoW: Ascension.

However, the same perhaps can not be said be said for main characters that are not in the players' control. In the case of Uncharted, perhaps Sully, Elena, Chloe etc had multiple LoD states. It all comes down the how much the devs can get can get away with without affecting the performance (framerate is one prime example).

In Order 1886, as you aptly put, perhaps only NPCs will have different LoD states and the highest ones will be used for both closest distances between you and them during gameplay and cutscenes.

yeah i hope that this will be the case. I had never thinked about different lod models for the other characters beside Nathan in uncharted series. I must take a look seriously at them :D
 
That model of Ellie is old, her model was changed.

This is a close a comparison as you can get(try to ignore the bullshot quality of the cutscene pic):

the-last-of-us-ellie.jpg


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I think it's impressively close enough considering you never see a closeup of her face like that in normal circumstances of gameplay. But you're right that the improved lighting/shadowing gives the cutscenes a different, improved "look". I'm sure the models are more detailed too. For instance the texture quality in Uncharted 3's cutscenes are is four times bigger than during gameplay according to an interview with an artist that worked on the game. I wouldn't be surprised if something similar happened in TLoU, but the models really are much closer in quality than in UC3.
Oh shit, is that second pic from gameplay?
 
santa monica twitted this :D

Sony Santa Monica ‏@SonySantaMonica 13m

"This game will rule with its next-gen mustaches" #TheOrder 1886 http://bit.ly/10VeEKo

thanks @NeoGaf

but they said me that will give out new informations about the game when they will be ready. I really hope soon! ^^
 
The fact that the arms when bent are not creating folds in the fabric when moving...the plate Armour and in particular the chains on the shoulders are simply textures....Armour in real life has its own movement separate to the body..its own weight..its components have their own mass which reacts to the body but not in the same movement of the body

Fair (although I seem to recall that the fabric does fold). Out of curiosity, and since you said "it's not high poly at all," what are some characters that you would say are high poly? In particular, are there any that do the things you describe (with plate armor and small chains being polygonal)?
 
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