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Author Topic: Woah  (Read 3443 times)

Blade_Train3r

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Re: Woah
« Reply #15 on: August 16, 2010, 12:23:49 pm »

3D Studio Max and Maya with Vegas or Mental Ray plugin makes DirectX and OpenGL look bad!

And it only takes several hours more per frame! I mean, c'mon!

Yes that's always the kicker isn't it? And to think of the foot-in-mouth things so many IT industry top dogs said regarding performance. The famous "640k is enough" comes promptly to mind.

And John Romero's (I think? Might've been Carmack) statement that 80000 polygons would be the point at which we'd hit photorealism.

I want less creation of physics engines and better implementation of the existing ones! I mean, we still have invincible buildings and scenery for 95% of PC games! Granted, Red faction Guerrilla was laggy as hell but that was mostly down to the terrible, terrible port. If it was well ported and buildings didn't collapse when you squinted at them, that would be a reasonable example of using a physics engine to make stuff go boom.

Also more junk lying around in FPS/3rd person shooter games. I wanna wade through the debris dammit!

I don't care WHAT physics engine they use they must just start using em! Improvement only occurs when there's a sufficient demand for it, so MORE PHYSX GAMES NAO.
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nenjin

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Re: Woah
« Reply #16 on: August 16, 2010, 04:26:47 pm »

I don't think Carmack said that, at least not in the last decade. Games push several million polys today, and I think Carmack would have known that for quite a while.

The issue with photorealism these days is lighting anyways.
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Eugenitor

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Re: Woah
« Reply #17 on: August 16, 2010, 04:41:08 pm »

Granted, Red faction Guerrilla was laggy as hell but that was mostly down to the terrible, terrible port. If it was well ported and buildings didn't collapse when you squinted at them, that would be a reasonable example of using a physics engine to make stuff go boom.

They ported that? I have it for the PS3 and get no lag at all. Just building-destroying goodness.

NOTHING like what's in this video, though.

Oh my God, can you imagine playing RFG's sequel with this kind of material deformation and realistic physics? Squeeeeee! Where's my sledgehammer?!
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MetalSlimeHunt

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Re: Woah
« Reply #18 on: August 16, 2010, 04:45:26 pm »

They ported that? I have it for the PS3 and get no lag at all. Just building-destroying goodness.

NOTHING like what's in this video, though.

Oh my God, can you imagine playing RFG's sequel with this kind of material deformation and realistic physics? Squeeeeee! Where's my sledgehammer?!
I have it for the 360, and there's no lag there either. I love that game's physics engine with a passion. I remember things like causing a building such displaced stress that it sheared itself apart down the center, riding inside a building falling down a hill, and causing harm to a building so that the entire front of it fell down and crushed the opposing team when we were all hiding inside it.
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Simmura McCrea

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Re: Woah
« Reply #19 on: August 16, 2010, 04:59:04 pm »

Oh, god, RFG. A great game, but dear sweet fucking Jesus that was a terribad port. Horrific lag everywhere, with no reason. I timed it at one point during a mission. 2 minutes to run past the back of a car. 2. Minutes. That's just stupid. If it wasn't such a good game, I'd've uninstalled it so quickly.
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ECrownofFire

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Re: Woah
« Reply #20 on: August 16, 2010, 05:00:04 pm »

I would love to see better physics in an FPS, or anything for that matter. It'd be so much fun to actually be able to blow things up. I want my rocket launcher to actually do some visible damage other than a scorch mark on the wall :P
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Aklyon

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Re: Woah
« Reply #21 on: August 16, 2010, 05:07:22 pm »

The issue with photorealism these days is lighting anyways.
And the fact that most of the photorealism is used by games whos colors are almost all shades of brown.
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Eugenitor

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Re: Woah
« Reply #22 on: August 16, 2010, 05:11:31 pm »

I would love to see better physics in an FPS, or anything for that matter. It'd be so much fun to actually be able to blow things up. I want my rocket launcher to actually do some visible damage other than a scorch mark on the wall :P

Then RFG is the game for you. Console, not PC.

Ooh, they ARE coming out with a sequel to RFG... but it's apparently running (mostly) the same physics engine, it's just got aliens and gibs in it now. But it's also got things similar to the HL2 Gravity Gun. Oooooh...
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ECrownofFire

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Re: Woah
« Reply #23 on: August 16, 2010, 05:18:09 pm »

I would love to see better physics in an FPS, or anything for that matter. It'd be so much fun to actually be able to blow things up. I want my rocket launcher to actually do some visible damage other than a scorch mark on the wall :P

Then RFG is the game for you. Console, not PC.

Ooh, they ARE coming out with a sequel to RFG... but it's apparently running (mostly) the same physics engine, it's just got aliens and gibs in it now. But it's also got things similar to the HL2 Gravity Gun. Oooooh...
A game with a good physics engine is never complete without a gravity gun or something similar :D
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Akura

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Re: Woah
« Reply #24 on: August 16, 2010, 05:28:30 pm »

The issue with photorealism these days is lighting anyways.
And the fact that most of the photorealism is used by games whos colors are almost all shades of brown.
Haven't you heard, real is brown.
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ECrownofFire

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Re: Woah
« Reply #25 on: August 16, 2010, 05:32:38 pm »

The issue with photorealism these days is lighting anyways.
And the fact that most of the photorealism is used by games whos colors are almost all shades of brown.
Haven't you heard, real is brown.
I hate game developers that decide that everything could use more bloom.
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Aklyon

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Re: Woah
« Reply #26 on: August 16, 2010, 05:33:47 pm »

The issue with photorealism these days is lighting anyways.
And the fact that most of the photorealism is used by games whos colors are almost all shades of brown.
Haven't you heard, real is brown.
Already saw that before.
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Crystalline (SG)
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It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

Grimlocke

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Re: Woah
« Reply #27 on: August 16, 2010, 05:37:22 pm »

Battlefield 2 Bad Company got a lot stuff you can smash, you can allmost entirely level some maps. The houses are rather simple though, no objects in there and the walls you blow out are all in set shapes. Still its fun blowing up a whole village to find a single sniper.

They did kind of overdid it to the point where you can smash apart metal fences with a single knife stroke. Player collision is also pretty crummy, smaller objects dont impede the player at all. At least you can walk around on larger gibs. Dancing on a the helecopter you just shot down is kinda fun.

No gravity gun though. Boohoo...
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Cthulhu

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Re: Woah
« Reply #28 on: August 16, 2010, 05:41:16 pm »

I'd like to see games with a lot of destruction that don't make it a gimmick.  I mean, obviously there'd be a big tactical element, but I don't like seeing games where it's obviously designed around using the destruction.  Make a town, have your hired tactics expert tell you where he'd position his men, position the men there, place the guy, go for it.  Don't design the terrain around the game, design the game around the terrain.
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Sergius

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Re: Woah
« Reply #29 on: August 16, 2010, 06:51:29 pm »

I'd like to see games with a lot of destruction that don't make it a gimmick.  I mean, obviously there'd be a big tactical element, but I don't like seeing games where it's obviously designed around using the destruction.  Make a town, have your hired tactics expert tell you where he'd position his men, position the men there, place the guy, go for it.  Don't design the terrain around the game, design the game around the terrain.

I think Silent Storm fits that description.
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