By using this site, you agree to our Privacy Policy and our Terms of Use. Close

As much as I wished otherwise, I was never expecting this game to be a technical marvel, or even close. It is a shame, because the artistic design really deserves the technical capabilities to match it. The game as an overall package is thankfully still very appealing.



Around the Network
spemanig said:
I want to read this, but I'm afraid of being spoiled. I've seen every trailer aside from the most recent story trailer. Should I be okay? Or is there actual story spoilers found in the last story trailer/the actual game?

No spoilers.



I hope this thread goes well enough for you to feel encouraged to make others in the future, because it makes for an interesting read. There are few (if any) other members here with as much technical and development knowledge as you.

Out of curiosity, do you have the tools to be able to be able to analyze performance on consoles too?



tagging

I'm curious to see how it compares to the final product and I love Tachi's analysis :)



Zekkyou said:
I hope this thread goes well enough for you to feel encouraged to make others in the future, because it makes for an interesting read. There are few (if any) other members here with as much technical and development knowledge as you.

Out of curiosity, do you have the tools to be able to be able to analyze performance on consoles too?

Such as framerate monitoring, screen tearing percentages and so on? yeah.



Around the Network

That dark elf girl thing ... she's kind of attractive. Why didn't I know about this? Why have I only seen the uncanny valley models up till now? This is the one they should have in all the advertisements.



The frame rate issues are the only things that really bother me. Coming from XBC, it's difficult to expect a technical marvel from XCX at all.

It's tough to believe that the game will be tweaked so much between this trailer and release at this point. We're only days away, so I see no problem starting an analysis now.



Well done Tachikoma. This is great analysis and help explain with images what exactly you mean with these technical terms. Even if it does not effect my personal enjoyment of a game, it is great to see an explanation as how effects work with clear evidence. I don't think anyone should get upset as this was very professional and well constructed.



Tachikoma said:
PieToast said:
I'm not really interested in the game but I always enjoy reading you posts, threads and analyses OP.

I'm still reading and I wonder if your bluntness will be misinterpreted by people who only expect sugary sweet things.

well, it depends really, im excited for the game, looking forward to finally playing it, people seem to have an issue with the idea of liking something but still being able to analyse it and cover the bad points as well as the good.

Agreed. The technical aspect of games has it's own appeal but it doesn't reflect how fun they are. I hope this thread encourages you to make more in the future. 

"The lateral motion of the weapon suggests poor bone rigging for the model, or thst the model was not even present when the characters animation was created, i am actually more inclined to assume that the weapons animation was added in after and played along side the characters animation rather than merged to it, the way the gun moves independantly of the character moves to confirm this theory."

-How would bone rigging explain the gun's independent movement? 

-Why would they choose to add the gun's animation later ?



.- -... -.-. -..

PieToast said:

"The lateral motion of the weapon suggests poor bone rigging for the model, or thst the model was not even present when the characters animation was created, i am actually more inclined to assume that the weapons animation was added in after and played along side the characters animation rather than merged to it, the way the gun moves independantly of the character moves to confirm this theory."

-How would bone rigging explain the gun's independent movement? 

-Why would they choose to add the gun's animation later ?

It's likely that when they prpped the animation for the cutscene, they had not yet finalized the design of the weapon, or decided what weapon the character would be holding, so the rigging for the character did not have the weapon attached.

It's also likely that the original animation did not contain enough positional data to attach an additional bone set, which is how weapon handling is normally done, in that instance they would just opt to place a model in and have it play a predefined animation, the jumps the gun makes that dont match the hand would then translate to the gun actually being still and the hand itself moving, but the end result is the same, the timing of both animations isnt the same and they are not attached, so you get the issue shown in the animation.

For player characters that will be using different weapons, normally an animator/modeller would place anchor points in the models bones structure, at least one but depending on the range of weapons, multiples, when attaching a weapon model the positional data is contained within the bones info, so linking the grip node on the gun to the anchor point on the bone set  makes the gun stay relative to the hand position, for more intricate games the wrist woud have flex parameters applied with each node on the skeleton given a weight value, attaching a weapon would pass on the weapons weight parameter to the attached node, so in the case of animating or physics, the wrists motion would be relative to the weight of the weapon.