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Forums - Nintendo - Zelda U graphics

 

Which looks better

Tech demo 2011 382 29.09%
 
E3 2014 928 70.68%
 
Total:1,310
Zekkyou said:
TheLastStarFighter said:


It is present in the new model.

Nope, there isn't a single active (moving) model in that screen that has lighting reacting to its textures. Every shadow on the models of the new build is solid edged and can be traced back to in-game objects (either the model itself or the trees above).

By comparison, the model caused shadows of the spider in the tech demo are soft and scale properly to light extension. On top of that, have a look at his legs. Notice how the lighting in reacting to all the little crevices? How is cascades over the object as though the textures themselves have been modeled?

Neither's tech is particularly impressive to be honest (compared to other open world games like SS and TW3), but the tech demo is certainly a long distance ahead of the new build and for obvious reasons.

But hey ho, I'll leave you to believe whatever tickles your fancy

Look closer at the arms of the Zelda U monster :)



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Zekkyou said:
TheLastStarFighter said:
Zekkyou said:

The original's lighting also reacts to the textures as well as the model itself, something completely absent from the new build.

I really don't get why people are comparing them though. One is a self contained tech demo, the other is fully open world. Anyone expecting them to be equal is frankly kidding themselves.


It is present in the new model.

Nope, there isn't a single active (moving) model in that screen that has lighting reacting to its textures. Every shadow on the models of the new build is solid edged and can be traced back to in-game objects (either the model itself or the trees above).

By comparison, the model caused shadows of the spider in the tech demo are soft and scale properly to light extension. On top of that, have a look at his legs. Notice how the lighting in reacting to all the little crevices? How is cascades over the object as though the textures themselves have been modeled?

Neither's tech is particularly impressive to be honest (compared to other open world games like SS and TW3), but the tech demo is certainly a long distance ahead of the new build and for obvious reasons.

But hey ho, I'll leave you to believe whatever tickles your fancy

I think a "long distance" ahead is an exaggeration.



TheLastStarFighter said:
Zekkyou said:
TheLastStarFighter said:


It is present in the new model.

Nope, there isn't a single active (moving) model in that screen that has lighting reacting to its textures. Every shadow on the models of the new build is solid edged and can be traced back to in-game objects (either the model itself or the trees above).

By comparison, the model caused shadows of the spider in the tech demo are soft and scale properly to light extension. On top of that, have a look at his legs. Notice how the lighting in reacting to all the little crevices? How is cascades over the object as though the textures themselves have been modeled?

Neither's tech is particularly impressive to be honest (compared to other open world games like SS and TW3), but the tech demo is certainly a long distance ahead of the new build and for obvious reasons.

But hey ho, I'll leave you to believe whatever tickles your fancy

Look closer at the arms of the Zelda U monster :)

Yep, nothing but solid edge shadows and what seems to be grey scaling (lol). Also not a single texture specific shadow generated on any of them. Thanks for proving my point ^^

Anyway, as i said, i'll leave you to believe whatever you like. It ain't worth the energy



Note how the monster's energy blast made a fire behind the horse, and said fire has created a light source which the textures of the horse's ass is responding too.  In this photo the sun is the primary light source and is located to the left, but blends with the fire to the right as we examine the horse ass and rear legs.  If you want to really check out lighting and texture detail, see how the red ambers impact Link's blue tuinc, but you really have to look closely for those ones :)



TheLastStarFighter said:

Note how the monster's energy blast made a fire behind the horse, and said fire has created a light source which the textures of the horse's ass is responding too.  In this photo the sun is the primary light source and is located to the left, but blends with the fire to the right as we examine the horse ass and rear legs.  If you want to really check out lighting and texture detail, see how the red ambers impact Link's blue tuinc, but you really have to look closely for those ones :)

Ass lighting, the best lighting :D
Don't forget the particle effects as well, although I guess you could say they might not be in the final game in that form, which could be said for anything in the tech demo :)



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TheLastStarFighter said:

Note how the monster's energy blast made a fire behind the horse, and said fire has created a light source which the textures of the horse's ass is responding too.  In this photo the sun is the primary light source and is located to the left, but blends with the fire to the right as we examine the horse ass and rear legs.  If you want to really check out lighting and texture detail, see how the red ambers impact Link's blue tuinc, but you really have to look closely for those ones :)

It has dynamic lighting, it just doesn't have the complexity of light reacting across surface materials present in the tech demo, because again, the tech demo was able to focus Wii U's rendering power on two characters models (albiet one of them huge) in a hall, while the game itself, being open world, has to distribute that same amount of power over a much larger area, which means less power for each individual asset.



Technicality isn't important. I just have one question; Looking at the data, with Wii U struggling greatly, with Zelda in decline, if you were in charge of the franchise, which direction would you have taken? Artstyle alone, looking at the data.



Bet between Slimbeast and Arius Dion about Wii sales 2009:


If the Wii sells less than 20 million in 2009 (as defined by VGC sales between week ending 3d Jan 2009 to week ending 4th Jan 2010) Slimebeast wins and get to control Arius Dion's sig for 1 month.

If the Wii sells more than 20 million in 2009 (as defined above) Arius Dion wins and gets to control Slimebeast's sig for 1 month.

curl-6 said:
TheLastStarFighter said:

Note how the monster's energy blast made a fire behind the horse, and said fire has created a light source which the textures of the horse's ass is responding too.  In this photo the sun is the primary light source and is located to the left, but blends with the fire to the right as we examine the horse ass and rear legs.  If you want to really check out lighting and texture detail, see how the red ambers impact Link's blue tuinc, but you really have to look closely for those ones :)

It has dynamic lighting, it just doesn't have the complexity of light reacting across surface materials present in the tech demo, because again, the tech demo was able to focus Wii U's rendering power on two characters models (albiet one of them huge) in a hall, while the game itself, being open world, has to distribute that same amount of power over a much larger area, which means less power for each individual asset.

Obviously, which is why the real game is much more impressive.



Arius Dion said:
Technicality isn't important. I just have one question; Looking at the data, with Wii U struggling greatly, with Zelda in decline, if you were in charge of the franchise, which direction would you have taken? Artstyle alone, looking at the data.


This one haha. It's cartoony and somewhat realistic.



phaedruss said:
curl-6 said:
TheLastStarFighter said:

Note how the monster's energy blast made a fire behind the horse, and said fire has created a light source which the textures of the horse's ass is responding too.  In this photo the sun is the primary light source and is located to the left, but blends with the fire to the right as we examine the horse ass and rear legs.  If you want to really check out lighting and texture detail, see how the red ambers impact Link's blue tuinc, but you really have to look closely for those ones :)

It has dynamic lighting, it just doesn't have the complexity of light reacting across surface materials present in the tech demo, because again, the tech demo was able to focus Wii U's rendering power on two characters models (albiet one of them huge) in a hall, while the game itself, being open world, has to distribute that same amount of power over a much larger area, which means less power for each individual asset.

Obviously, which is why the real game is much more impressive.

I'd disagree, the tech demo's less sprawling setting allows it lighting, textures, and character models beyond anything we've seen for the system to date.