Composer looks the best I think, kind of Crysis 2-like in places.For those who finished Halo 4, is there any level that out does Icy Incursion from KZ3? I feel like that is one of the most impressive levels this gen.
Composer looks the best I think, kind of Crysis 2-like in places.For those who finished Halo 4, is there any level that out does Icy Incursion from KZ3? I feel like that is one of the most impressive levels this gen.
I think that really depends on what TV you're playing on.
Having no AA is very apparent on a 1080p LCD HDTV.
Right. And just to clear things up I just referring to the technical aspect of the engines or the amount of effects it coukd sustain and a locked framerate. I love U3 but the IQ fucks everything up. Its an impressive engine but it sucks the image is so jagged out.Well for one thing... Both titles were already 720p. It's not like the effects were struggling on the engine.
God of War 3 and Killzone 2 is cleaner.
SMAA/ MSAA user here. FXAA is bad. SGSSAA isn't viable unless you just like making pretty screenshots and Wallpapers.
Reiko said:
Is that beeing played on PC or something? Gears 3 looks like a 60fps game in that video.
WOW Seeing Laskey in the cutscene, then seeing him in-game was amazing. The character model is so detailed and matches nathan drakes. And it's not even the main character in the game!
You've got to be kidding me. I need to stay out of this thread before my forehead becomes sore.
Yeah lol. The in-game Lasky model looks good though. *Not direct feed
Got something on his nose
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Yeah lol. The in-game Lasky model looks good though. *Not direct feed
Got something on his nose
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Yeah lol. The in-game Lasky model looks good though. *Not direct feed
Got something on his nose
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Weird, I play almost all my games with SGSSAA with no problem.
And I make pretty screenshots.
Yeah lol. The in-game Lasky model looks good though. *Not direct feed
Got something on his nose
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One of the best looking levels in H4.Its funny seeing people coming into the thread throwing around shit like "blurry" and "washed out" to describe the way it looks when the pics and gifs posted dont look that way at all, even those dont do justice to how good it looks on my tv.
Every game only renders only what the camera shows.
this is not even true. Draw calls do not work this way at all
Unless you are using a hardware or software based culling algorithm, you will render things outside of view or at least have their data sitting around. Most games use visportals to cull geometry. Not every game (crysis 2 is one of the few I think) only renders geometry present on the screen.
Small and/ or downsampled image. Come on. Any larger, you'd see just how low res the textures are and how much aliasing there is. Then again, I guess they wanted a cleaner, minimalistic look and not have the everything be muddied with up with overly detailed textures. Still, a "less is more" and clean look is easily diminished without proper AA.
But yeah, 343 did blow Bungie out of the water when it comes to poly counts. Halo 3's models were just embarrassing.
You've got to be kidding me. I need to stay out of this thread before my forehead becomes sore.
Has there been a halo thread on the gaming side that doesn't go to shit?
He means high-frequency detail textures. People typically just call them detail textures. They're a relatively small texture (typically greyscale) that is tiled over a diffuse texture, giving the appearance of very detailed scratch and scuff marks.That's how pretty much all of his posts regarding Halo 4 are. My favorite ones are when he invents new words to describe the graphics.
"High frequency mapping" all over dat Chief Armor.
Here you have some screens and videos to compare :
Halo 3 http://www.gamersyde.com/game_2311_en.html
Killzone 3 http://www.gamersyde.com/news_gsy_review_killzone_3-10562_en.html
Killzone 2 http://www.gamersyde.com/game_1306_en.html
God of War 3 http://www.gamersyde.com/game_1708_en.html
Uncharted 3 http://www.gamersyde.com/game_2182_en.html
Uncharted 2 http://www.gamersyde.com/game_1769_en.html
Are your games at a consistent 60 fps with SGSSAA?
Small and/ or downsampled image. Come on. Any larger, you'd see just how low res the textures are and how much aliasing there is. Then again, I guess they wanted a cleaner, minimalistic look and not have the everything be muddied with up with overly detailed textures. Still, a "less is more" and clean look is easily diminished without proper AA.
But yeah, 343 did blow Bungie out of the water when it comes to poly counts. Halo 3's models were just embarrassing.
Well, this thread has now devolved into people throwing around technobabble.
Out of all the ignorant statements, this is probably my favorite:
He means high-frequency detail textures. People typically just call them detail textures. They're a relatively small texture (typically greyscale) that is tiled over a diffuse texture, giving the appearance of very detailed scratch and scuff marks.
It's obvious he's just parroting what he reads elsewhere, especially considering Halo 3, ODST, and Reach all used detail textures heavily.
That's still very incorrect.It's not that far from the truth. And every title will or should aim to only render what is only on screen. Most big titles do use software culling methods.
Halo 4 included. If you spin the camera fast enough in the rainforest you can see parts of the geometry on the sides of the screen incorrectly culled leaving a white background.
UE3 uses several methods of software culling too.
I finished the game, and I thought it did look good. It has really nice lighting and some nice texturing at times. I feel like the scale/scope of levels felt very different compared to Reach and I felt like there was less variety in the visuals overall. The image was very clean, which I liked, except that FXAA rears its ugly head in places and stuff just looks blurry.
I kinda think Mass Effect 3 made a better overall visual impression. The animation was poor but the game looked really nice.
That's still very incorrect.
Viewing frustum culling is culling everything not in a camera's viewpoint, but extremely few games use it because it isn't viable for a lot of games, so the notion that games should aim to use this method of culling is incredibly ignorant.
Console games especially need to keep draw calls under a certain number, so in a game where camera control is given to the player, viewing frustum culling is not desirable... Unless it's a very simplistic game.
I'm not saying they happened simultaneously. I think the darker, indoor scenes look pretty good, and then the brighter, outdoor scenes blur a lot for me.
I think most people would identify something "sharp" (that is, jaggy) as unclean. Lots of people are really into blur now (look at the people talking about the "cg look").
I'm well aware, but these games do not use it in the sense that EVERYTHING outside of the viewing area is not being rendered, like you initially implied. These games use it for simple objects (particles, sprites, multiple objects that can be sorted into a single draw call) in conjunction with other culling methods.Frustrum culling is used in UE3, Frostbite 2, Uncharted, and Cryengine 3. Hardly simple engines.
Yep, that's because this blur is called motion blur. The blur that people here keep talking about is a result of the FXAA implementation.It's not like Halo 4 doesn't have any jaggies though. There's a difference between intentional blur and blur that is a side effect of the AA solution being used. The blur in Halo 4 is most definitely not the type that people seem to think gives a game a "CG look".
Small and/ or downsampled image. Come on. Any larger, you'd see just how low res the textures are and how much aliasing there is. Then again, I guess they wanted a cleaner, minimalistic look and not have the everything be muddied with up with overly detailed textures. Still, a "less is more" and clean look is easily diminished without proper AA.
But yeah, 343 did blow Bungie out of the water when it comes to poly counts. Halo 3's models were just embarrassing.
Yeah I got what he was going for, it was just humorous to me that he tends to throw around a lot of technobabble without really knowing what any of it means.
And then when he compared Lasky's model to Nathan Drake's I almost spit my drink all over my keyboard.
That's still very incorrect.
Viewing frustum culling is culling everything not in a camera's viewpoint, but extremely few games use it because it isn't viable for a lot of games, so the notion that games should aim to use this method of culling is incredibly ignorant.
Console games especially need to keep draw calls under a certain number, so in a game where camera control is given to the player, viewing frustum culling is not desirable... Unless it's a very simplistic game.
I'm well aware, but these games do not use it in the sense that EVERYTHING outside of the viewing area is not being rendered, like you initially implied. These games use it for simple objects (particles, sprites, multiple objects that can be sorted into a single draw call) in conjunction with other culling methods.
Any way you cut it, none of these games are not rendering everything outside the viewpoint.
For certain objects, sure, but I can't recall of any that use it for literally everything outside the player viewpoint.I thought frustum calling was common, even the Dreamcast did it. Unless I'm mistaken, draw calls are something you have to watch on the PC more than the consoles.
What's the deal with the 343i name by the way ? Is it supposed to spell "Halo" in some clever way, or something like that ?
Is there a reason that console games almost never have anisotropic filtering? It has a virtually nonexistent impact on frame rate in every PC game I've enabled it in.
Is there a reason that console games almost never have anisotropic filtering? It has a virtually nonexistent impact on frame rate in every PC game I've enabled it in.
Your PC isn't running with 512MB of RAM
I'm sorry, but "great IQ" and "FXAA" are not synonymous at all. Some areas in Halo 4 look smeared to all hell because of its FXAA usage, which is a shame as the game looks pretty great most of the time. The lack of Anisotropic Filtering (which compounds the FXAA issues, imo) and the LOD problems are pretty annoying too.
Texture filtering is done on the GPU, though.
Yeah lol. The in-game Lasky model looks good though. *Not direct feed
Got something on his nose
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Uncharted keeps being thrown around, but Uncharted mainly looks great in its cut scenes. In actual gameplay, all 3 UC games have eye cutting jaggies.
You haven't actually played through Uncharted 2, have you?
Yeah lol. The in-game Lasky model looks good though. *Not direct feed
Got something on his nose
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Never forget