Ready @ Dawn: "Graphic fidelity of The Order 1886 definitely exceeds the trailer"

"Details and simulations"? Well, it sounds like you're wondering about physics in the world or something to that effect. You can read more here. Some details from the GI issue:

  • Everything in the world is rendered with soft body physics
  • Metal beams react for example to magnetic forces, bending and shifting in real time
  • Incredible attention to detail: Lens flare catches light as you rotate the camera, oil lamps flash independently in an underground scene, light bouncing off every object provides uncanny realism, insane attention to material detail like wood, leather and cloth.
  • Clouds and particles of dust float around lamp flames, subtely settling down on the camera lens
Yup, those are some of the stuff I'm talking about. Attention to details like that can work wonders and add so much to the overall atmosphere of the game. I hope they deliver big time on those. Thanks for the link, play-shino-boii.
 
2014....believe!

I really hope this makes it to 2014 but I won't be too upset if it slips into 2015 just to give it more shine in maybe the spring. Ready At Dawn are setting out to make the next Uncharted 2 so hopefully the gameplay demo they show is as fantastic as the E3 UC2 demo.
 
"Details and simulations"? Well, it sounds like you're wondering about physics in the world or something to that effect. You can read more here. Some details from the GI issue:

  • Everything in the world is rendered with soft body physics
  • Metal beams react for example to magnetic forces, bending and shifting in real time
  • Incredible attention to detail: Lens flare catches light as you rotate the camera, oil lamps flash independently in an underground scene, light bouncing off every object provides uncanny realism, insane attention to material detail like wood, leather and cloth.
  • Clouds and particles of dust float around lamp flames, subtely settling down on the camera lens

Feeding dem GPU compute units.
 
I'm worried the black bars will be distracting, no matter how good the game may look or play. I always disliked watching movies that implemented that technique.

Why?
 
Does the Game Informer article talk about the destructibility? Because this is the first time I'm reading about this. Is it like Red Faction?
It goes into detail about some of the destruction, yes. Game Informer talked about metal beams actually shifting and bending in full real time to some type of magnetic force gun of some sort. Glass shattering in an almost real manner. Wood, walls, things like chairs, beams, etc being blowing up using some technique that looks incredibly realistic (I don't know all the tech side of it, just what I read)...

For example, everything in this room can be blown up:

image_the_order_1886-23530-2752_0005.jpg


Example shot during combat:

image_the_order_1886-23530-2752_0008.jpg
 
Those screenshots, so good.
Like some thread mention, the game need some cold weapon combat. I mean they are knight, they need to carry some Excalibur or something.
Also they make God of War! They can make great combat, please don't be all shooting.
 
First time ever seeing that combat shot.

Really hoping they update that fire effect. Looks a bit dating and reminds me a lot of Half Life 2.
 
Interested to see the next Uncharted and how it compares visually to The Order, both being 3rd person action-adventure games, with a heavy empahsis on shooting mechanic, story and visuals. I sense rivalry in the making, and I'm not taking sides!
 
It goes into detail about some of the destruction, yes. Game Informer talked about metal beams actually shifting and bending in full real time to some type of magnetic force gun of some sort. Glass shattering in an almost real manner. Wood, walls, things like chairs, beams, etc being blowing up using some technique that looks incredibly realistic (I don't know all the tech side of it, just what I read)...

For example, everything in this room can be blown up:

http://images.gamersyde.com/image_the_order_1886-23530-2752_0005.jpg[/MG]

Example shot during combat:

[IMG]http://images.gamersyde.com/image_the_order_1886-23530-2752_0008.jpg

I'm still not sure the hole in that wall is caused by the player honestly.
 
Interested to see the next Uncharted and how it compares visually to The Order, both being 3rd person action-adventure games, with a heavy empahsis on shooting mechanic, story and visuals. I sense rivalry in the making, and I'm not taking sides!

Sony make so many great action adventure. The genre I love most.
ND, Sucker punch, Team ICO, thank you for fulfilling my wet dream.
 
I am really excited about this game, like the whole Victorian monster hunting aspect of it.

This is what i'm most excited about as well, i'm sure the graphics will be amazing to, but the whole concept is just super intriguing to me. Something like castlevania where you just fight a large variety of cool monsters would be fantastic.
 
This pleases me. I have such high hopes for this game, nay, this franchise.
Me too. I'm an absolute sucker for alternate history steampunk settings and RAD made my favorite GoW. Combine that with the sheer excitement this team has for the game makes me really think that this could be a major franchise in the coming gen.
 
One of my most anticipated games. The mystique surrounding it coupled with the alternate timeline and location (as well as the concept art) give me a good feeling.
 
I'm worried the black bars will be distracting, no matter how good the game may look or play. I always disliked watching movies that implemented that technique.

Why?

So you decided to skip the home releases of the movie featured in your avatar?
 
And some people try to push this game for 800p.

But guess what, guys! That 800p game produce more pixels WITH NO UPSCALING than upscalead 900p game :

1920*800 = 1 536 000
1600*900 = 1 440 000

They don't get it that 1080p game/movie with letterbox ARE STILL 1080P, but much wider image. So, 140 pixels above and below are INACTIVE pixel and they are the part of 1080p image. For game, pixel density ARE 1 : 1 and there is NO UPSCALING! Fuck yeah, i'm so right!

Joel/Banderas gif!
 
I do prefer what they're doing to 900p, but let's not pretend that this was an artistic choice.
 
What are you implying exactly?

This is about increasing graphic fidelity over what could be achieved at 1,920X1,080.
It's plain as day. But if you want to swallow the PR line, then feel free.
 
This is about increasing graphic fidelity over what could be achieved at 1,920X1,080.
It's plain as day. But if you want to swallow the PR line, then feel free.

If that were true they would have gone with the Ryse route.

Unless you think RAD are so stubborn and too proud that they had to resort "artistic" excuse?
 
This is about increasing graphic fidelity over what could be achieved at 1,920X1,080.
It's plain as day. But if you want to swallow the PR line, then feel free.
So why not lower the resolution and stretch the image to upscale to 1080p to fit on your TV like every other developer? Why bother adding black bars to the top and bottom of the screen and still render what's on screen at 1080p?
 
This is about increasing graphic fidelity over what could be achieved at 1,920X1,080.
It's plain as day. But if you want to swallow the PR line, then feel free.

There's plenty of better, less resource intensive methods and ways they could've used sub-1080p resolutions to "increase visual fidelity", if that was there goal. They chose this resolution for the aspect ratio.
 
So why not lower the resolution and stretch the image to upscale to 1080p to fit on your TV like every other developer? Why bother adding black bars to the top and bottom of the screen and still render what's on screen at 1080p?

Because they didn't want the IQ hit. And because they couldn't use the "cinematic" excuse for 900p.
 
This is about increasing graphic fidelity over what could be achieved at 1,920X1,080.
It's plain as day. But if you want to swallow the PR line, then feel free.

Common sense says otherwise. Especially when much of the concept art is also 2:40:1. You only drop resolution for frame rate or performance gain late cycle if your coming up performance limited, not at concept stage before the engine or visuals have even been realised.
 
Common sense says otherwise. Especially when much of the concept art is also 2:40:1. You only drop resolution for frame rate or performance gain late cycle if your coming up performance limited, not at concept stage before the engine or visuals have even been realised.

Common sense says that all the reasons for 2:40:1 being aesthetically desirable go out the window when you hand over control of the camera to the user. It's ok for cutscenes because they're directed, and also because it's a good visual cue to let people know exactly when they have control.
 
1920 * 800 is the 2.40 aspect ratio for 1080p to the nearest full pixel.
Code:
High Definition 1080 (i)
Frame Aspect Ratio = 1.77:1 = 'True 16:9 Frame'


Picture    To Nearest    To Nearest    Matte       Image       Matte %
AR         16th Pixel    Full Pixel    Pixel Qty   Pixel Qty   Of Frame

1.77:1     1920 x 1088   1920 x 1080   000,000     2,073,600   00.00
1.85:1     1920 x 1040   1920 x 1038    80,640     1,992,960    4.04
2.35:1     1920 x 816    1920 x 817    504,960     1,568,640   32.17
[B]2.40:1     1920 x 800    1920 x 800    537,600     1,536,600   34.98[/B]

The only other choice they had was 2592x1080 which is disengenous to use considering it would have to be downscaled to 1920 * 800 and letterbox it to use.
 
I wonder how many people (casuals) won't notice the black bars. When I told my friend that there are black bars in Beyond, he was suprised (and he was halfway through the game).
I just played Beyond last week and throughout the whole day that I played it, I didn't realize there were black bars to be seen. They were there, of course, but I didn't notice them while I was playing(and I knew beforehand that Beyond had them).

So I'm not bothered by The Order having black bars at all. :)
 
The only other choice they had was 2592x1080 which is disengenous to use considering it would have to be downscaled to 1920 * 800 and letterbox it to use.

Hook, line, sinker.
 
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