lilbroex said:
darkknightkryta said:
I'm a programmer too and there's nothing going on in that game that looks impressive, even the lighting, or rather especially the lighting. I just noticed what you're talking with the shadows, but the overall lighting model, shading, it's all average. Even from the looks of trailer, they're not even using a deferred rendering but a global illumination model which takes your argument down another level. Add to the fact the game's texture work is very poor, low polygon counts, baked physics, there's nothing impressive looking about that game. Gameplay on the other hand, looks pretty fun.
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Not a good one apparently. You failed the test of understanding before you finished your first senence by stating the exact same thing as they, ie. "looks impressive". Doesn't matter whether you like it or how you think it looks. Those are matters of opinion. How it appeals to you is not a matter of the system's technical strength or what is phsycially being done. Thats a matter of the developers design choice and your own desire.
All objects in that games have convex and concave features. How does that translate to a low polygon count? They must be using steep parallax mapping or tesselation the likes of which the world has never seen.
The texture work is very poor? Please explain this because its not saying anything.
Baked phyisics? How?
Impressive? That is 100% your opinion and speaks nothing for the technical side of the game. Over 90% of your post is your on personal opinion. We are talking about tech, not appeal.
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Well let's talk about lighting shall well, since you want to talk technical, the game uses a global illumination model to light the scene. Light isn't bouncing off of anything, there's no indirect lighting, there's no local lighting. This is nothing above what current generation of consoles can do, and if you wanna get more technical, Killzone, God of War, Uncharted, Gears of War, Battlefield, all use a form of deferred rendering so you can have local lights and a global lighting all at the same time, both sets of lighting interacting with each other. P-100 isn't using a deferred lighting and shading, it's using a basic global illumination model. The game uses phong shading to shade polygons, which is very impressive, which is also what Half Life 2 uses, and did it 10 years ago. If you can be so kind as to post up a youtube clip that demonstrates dynamic physics modelling in that game, then I'll concede on that point. The most I've seen are the characters moving around, which we've all seen since 3D modelling first happened in real time 30 years ago. There are no stage physics, everything that crumbles are pre determined animations. And as far as you concave models are concerned, here's a screenshot of a bigger model:

Notice the simple textures on this model; there's very little designs in the textures, most of the textures are gradient colours. There's no parallax mapping, there's no noticeable normal maps, depth maps, or any other form of bump mapping. Notice the square polygons on his left shoulder, the lack of tesselation. And on your last point, notice how there's very little concave pieces. The only thing impressive are the specular highlights, which isn't new tech.
So if you're going to counter argue, bring up some screens supporting your claims that this game is using anything that can't be done with the current set of hardware. And if you're going to doubt my knowledge, atleast counter argue my points on the lighting and shading, which you've still failed to do.
i will agree about the shadows though.