curl-6 said:
lilbroex said:
curl-6 said:
lilbroex said:
curl-6 said:
lilbroex said:
The 3DS having modern shaders simply makes the application of shaders a lot "easier" and subsequently a lot cheaper, but it can't reach the level of shading that you see in games like the Rogue Leader, Other M, Darkside Chronicles, and Overlord Dark Legend.
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I'll give you Rogue, but I'm not convinced the other 3 are doing as much shading as Revelations.
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"as much" is relative statement and and Revelation is visually doing more than it is technially. Its only using "2" texture effect(normal mapping and global lighting) and its mapping them globally over a everything. DE Extraction pulled off more than that(EMBM, Bloom, and HDR at the same time).
The enemies aren't even destructable. Also, if you look at the character and enemy modals up close, they're actual polygon counts are really low. Revelations is using what I call the Halo effect.
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Where was the EMBM in Extraction? The Necromorphs and the characters had a similar effect but I'm pretty sure it was specular mapping.
Other M has bumpmapped characters, but so does Revelations. Overlord had a lot of the same shadowing effects but lacked the texturing effects, and Darkside Chronicles seemed to simpler texture effects, (Specularity and EMBM as opposed to normal mapping) and lower amounts of surface mapping too.
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That's simple EMBM?
Simply saying something has an effect doesn't mean as much without stating how well it was used.
Also, its, not just what texture effects, but the scale, depth, diversity, polygon count and drawing distance as well.
Much better self shadowing.
Most of what little detail there is in Revelations is drawn on. The polygon detail is REALLY low and there is little diversity in the designs whether it be enemy or environment. It reuses the exact same few textures repeatedly with normal mapping applied globally over everything to cover the lack of real detail in the entities.
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I was talking about Dead Space Extraction, not Darkside Chronicles. (And speaking of Darkside, EMBM isn't as complex as the normal mapping in Revelations)
I agree with you that Wii > 3DS power wise, but I don't think there's a Wii game that has better shading than Revelations. There are some that pull off more types of effects, but there are generally simpler effects and in smaller quantities.
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This isn't EMBM.
http://image.gamespotcdn.net/gamespot/images/2009/196/reviews/958780_20090716_screen003.jpg
Dynamic lighitng from different sources with different intensities casting accurate shadows. That is no small effect.
http://image.gamespotcdn.net/gamespot/images/2009/152/958780_20090602_screen002.jpg
http://image.gamespotcdn.net/gamespot/images/2009/265/958780_20090923_screen006.jpg
Fur rendering with more accurate lighting and shadows.
http://image.gamespotcdn.net/gamespot/images/2009/152/958780_20090602_screen002.jpg
REALLY high level bump mapping at well is water effect.
http://image.gamespotcdn.net/gamespot/images/2009/117/958780_20090428_screen011.jpg
Thats the point I was making. And Mario Galaxy 2 would like to say hello(used quite a bit of normal mapping as modders found out). Secondly, there is nothing really that complex about normal mapping.
The reason you don't see normal mapping in most Wii games isn't because its hard for the system to do, its because its difficult to program with the TEV. I just showed you a game that outdid Revelations.
You are still omitting all of the other factors I pointed out and at the end of the day, Rebel Strike still did all of what you are pointing out in Revelatins plus lots more and that was for the GC.
I didn't just state my point. I backed it up with visual proof.
Revelations wasn't very detailed at all.

