SenjutsuSage
Banned
I think that deserves its own thread.
I made it.
http://www.neogaf.com/forum/showthread.php?t=718928
I think that deserves its own thread.
For anyone interested to learn more about the gameplay.
(Uploaded Today) The Art of Execution Featurette:
http://youtu.be/xrI9RcsL3Yk
Shadows don't magically disappear, they gradually fade the more ambient your light is. The light on the characters and the enviroments clearly communicate that there should be soft shadows on the floor or hard reflections because they are on a very reflective surface. It just looks wrong.
Its not very reflective surface and You're complaining that this game does not feature ray-tracing?
Where there is direct light, there are normal shadows, where there is not, there is just AO. Its like that in every game and will be like that, till we wont get ray-tracing renderers.
And how exactly shadows fade out when the light is covered by different object? You could have shadows from sun reflection of the walls, but You couldnt have shadows from light source that is already covered by something else [like here palace's walls]
Stop making things up.
Nothing seems to be missing in this scene right? It's totally realistic that these dudes don't cast any shadows or reflections on a surface that reflects everything else in the scene like walls and light sources?
Nothing seems to be missing in this scene right? It's totally realistic that these dudes don't cast any shadows or reflections on a surface that reflects everything else in the scene like walls and light sources?
At first I was not sure what you two were arguing about, but this definitely seems to be another case of KKRT00 aimlessly defending something Crytek tech related where he shouldn't be. There should definitely be reflections/shadows around those characters, as is they look like they've just been super imposed in. But it's a minor gripe, and possibly a glitch or something.
Specular reflections are much stronger than SSR reflections. And there are reflections from soldiers, they are visible many times even in this quality footage.
And they cast shadows from direct lights. You can easily see that at 1:27 in the background that they cast shadows, because they are actually in a spot of direct sunlight.
Where Marius is in complete shadows.
Lighting is more than fine in these scene.
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How is this a glitch.
Show me a game with proper lighting, where there is shadow inside the shadow.
Nothing seems to be missing in this scene right? It's totally realistic that these dudes don't cast any shadows or reflections on a surface that reflects everything else in the scene like walls and light sources?
Yes I actually see why there are no shadows (because they don't have secondary shadows done by any technique), but that doesn't mean it looks right. They should've faked something so the characters don't look like they are hovering.
Yes I actually see why there are no shadows (because they don't have secondary shadows done by any technique), but that doesn't mean it looks right. They should've faked something so the characters don't look like they are hovering.
Why should there be shadows? They are in ambient light, not direct light.
And there are reflections.
Characters aren't being reflected in that scene, no. It's a problem because the rest of the environment is being reflected and without shadows the characters aren't properly grounded. Who knows why they didn't activate SSR there.
There is good AO, which is not as visible, because of compression and 720p.
You wont have shadows, because its not a ray-tracer. And those would be shadows from bounced light from walls and even with that we dont know if they would be visible in this contrast and they probably wouldnt be visible in this quality footage anyway.
Like i said, there is nothing wrong with scene lighting.
No, You need extra 10TFlops for ray-tracing to make indirect shadows in real-time from such light bouncing from walls.I'm sure it would've been done if there was enough time.
SSR is enabled all the time, its just main floor texture is not reflective enough for Your taste.
Awful video quality does not help either.
The golden part of the floor is using SSR indeed, but the grey part (which is most of the floor) isn't. If the floor wasn't as reflective SSDO would be more than enough, but the bright specular highlights exacerbate the problem.
Any word on if they are planning on making a sequel yet?
You cant turn off SSR per material basis. Its all screen or non at all.
As i said, You are overestimating reflectiveness of this surface. And it does reflect, You can see it near the upper right light source on the legs of barbarians in 11:47. Its more lit from specular reflection and has better angle, which make it more reflective.
This is the problem exhibited:
And in this case it happens for because they're using a cubemap reflection for the environment but as you correctly point out, the material isn't glossy enough for the SSR to kick in.
First disc that goes into my machine, i cant wait to crack it open smell the new game smell and watch that slot suck the disc out of my hands. Sit back and enjoy.
Ryse is beautiful but boring (and thankfully short).
Ryse is beautiful but boring (and thankfully short)
We'll have a more in-depth review of the Roman-themed action game Ryse: Son of Rome later in the week, but just based on what I've played at preview events, the game plays well (if a bit simply) and it looks gorgeous. It's the kind of game you'll want to break out to show off your new console, and it's nice that it takes place outside of the usual war/sci-fi/fantasy video game realms.
No, You need extra 10TFlops for ray-tracing to make indirect shadows in real-time from such light bouncing from walls.
Ryse: Son Of Rome: Often visually stunning, but remarkably repetitive. Go down hallway. Punch dudes, then stab one in slow-motion. Go down another hallway. Punch another dude. Repeat for 6 or 7 hours, till you reach the end of the confusing-ass plot. Sadly, the dude-punching part isnt even very fun.
From TechCrunch review of Xbox One
Ryse: Son Of Rome: Often visually stunning, but remarkably repetitive. Go down hallway. Punch dudes, then stab one in slow-motion. Go down another hallway. Punch another dude. Repeat for 6 or 7 hours, till you reach the end of the confusing-ass plot. Sadly, the dude-punching part isn’t even very fun.
http://techcrunch.com/2013/11/19/review-microsoft-xbox-one/
It probably is boring if you play on an easy difficulty. And from current trends in gaming, Normal is probably far too easy.
damn this game is gonna get hammered.
damn this game is gonna get hammered.
I wonder how badly though.