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Forums - Nintendo - Digital Foundry takes a closer look at Breath of the Wild

GOWTLOZ said:
Hynad said:

The titans in GoW3 are not made of 1 million polygons. Not even close.

Probably more, considering their size and detail.

LOL! You clearly know nothing about how game graphics are made. xD



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Hynad said:
GOWTLOZ said:

Probably more, considering their size and detail.

LOL! You clearly know nothing about how game graphics are made. xD

And you do? Are you an animator or involved in the gaming industry?

Kratos in GOW 3 was made of 20k polygons, how can a titan thousands of time larger than him be made of less than a million polygons. I know they are not as detailed as him, but they are still very detailed.



Hynad said:
GOWTLOZ said:

I agree with that, but the distance detailing shouldn't be much hard considering that the resolution allows loss of detail fairly nearby. GOW 3 didn't have vast open worlds but the worlds it did have were all very highly detailed, just look at the titans, millions of polygons moving as one entity, that is very impressive and something you do not see in open world games. Also as they were all at a fairly close or very close range they were highly detailed.

Killzone 3 is maybe even more hardware intensive according to you because the game did allow some exploration and freedom of movement and was incredibly detailed. Both GOW 3 and Killzone 3 have a lot more enemies too and Killzone 3 has very advanced AI. That is a very CPU intensive game.

The titans in GoW3 are not made of 1 million polygons. Not even close.

Even if that was the case, only a fraction of that poly-count would ever actually be rendered on-screen. If a titan is close enough that it's hitting its highest LOD setting, you'd only be able to see a part of it. If you can see most/all of a titan, then you're seeing it at a lower LOD setting, thus a lot of the triangles have been culled.



GOWTLOZ said:
Hynad said:

LOL! You clearly know nothing about how game graphics are made. xD

And you do? Are you an animator or involved in the gaming industry?

Kratos in GOW 3 was made of 20k polygons, how can a titan thousands of time larger than him be made of less than a million polygons. I know they are not as detailed as him, but they are still very detailed.

Because you cut the internal polygons and simplify superficial ones so that you don't have a bunch of them crippling your game.



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Goodnightmoon said:
hadoram said:

well gta 5 runs on ps3/x360 as well

And this looks way better.

way better ? nope.

 

a little bit? yes. But its exclusive while gta is multiplat and the wii u is also stronger then x360/ps3- But the game is nothing mindblowing from a technically perspective

 

Games like the last of us (no open world i know) are technically superior



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GOWTLOZ said:
Hynad said:

LOL! You clearly know nothing about how game graphics are made. xD

And you do? Are you an animator or involved in the gaming industry?

Kratos in GOW 3 was made of 20k polygons, how can a titan thousands of time larger than him be made of less than a million polygons. I know they are not as detailed as him, but they are still very detailed.

The size of a model doesn't directly translate into more Polygons. Polygons can be different sizes.

You would likely be looking at a similar poly count as Kratos.

To put things in perspective... Most next gen games Are hovering around the 60-150k Polygon counts for a character, Star Citizen is using some ship models that are in excess of 7~ million polys.

However... Thanks to the amazing advancements of technology... GPU's and Game Engines are pretty pgood at culling Polygons that will not be seen by a player, so those counts are substantually reduced.




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hadoram said:
Goodnightmoon said:

And this looks way better.

way better ? nope.

 

a little bit? yes. But its exclusive while gta is multiplat and the wii u is also stronger then x360/ps3- But the game is nothing mindblowing from a technically perspective

 

Games like the last of us (no open world i know) are technically superior

No, they aren't.  Because their advantages in one corner technically are countered by sacrifices in others.  And Last of Us on PS3 also had performance issues, as many have pointed out before.  And that's just visuals, open world games have entirely different technical demands in terms of AI and other aspects.  And open world games have different burdens based on what they are trying to do compared to other open world games.  GTA, for example, has lots of NPCs.  Most of them are utterly brain dead window dressing with no complexity at all.  Other games, like Skyrim. have more schedules and behaviors for the individual characters.  Shoot, Oblivion had all NPCs on schedules both for daily activities and year long ones with behaviors and also randomly occuring encounters.  That's a burden that GTA doesn't concern itself with and Last of Us avoids entirley. And looking at what we've seen, Breath of the Wild is more like Skyrim in this regard with NPCs having schedules and behaviors and so on vs brain dead window dressing.

In short, you're not taking everything into account when comparing Zelda to GTA, both in terms of visuals and other aspects; and you're comparing apples and oranges with that Last of Us line. 



GOWTLOZ said:
curl-6 said:

GoW3 does push the hardware pretty damn hard, but like many great looking games, it does so by making clever sacrifices and structuring the entire experience around maximizing eye candy. It intentionally avoids anything that might draw resources away from cramming effects on screen; the camera angles, level designs, interactions, and events are all rigidly controlled, and hence a lot of its world is one-sided set dressing and canned parlour tricks. Breath of the Wild does not have this luxury; it has to process a fully explorable open world stretching as far as the eye can see, packed with dense vegetation, dynamic lighting and shadowing that change with time of day and weather, real-time reflections in water, etc.

I agree with that, but the distance detailing shouldn't be much hard considering that the resolution allows loss of detail fairly nearby. GOW 3 didn't have vast open worlds but the worlds it did have were all very highly detailed, just look at the titans, millions of polygons moving as one entity, that is very impressive and something you do not see in open world games. Also as they were all at a fairly close or very close range they were highly detailed.

Killzone 3 is maybe even more hardware intensive according to you because the game did allow some exploration and freedom of movement and was incredibly detailed. Both GOW 3 and Killzone 3 have a lot more enemies too and Killzone 3 has very advanced AI. That is a very CPU intensive game.

Killzone 3 is indeed an incredibly technically demanding game for its hardware, with very impressive texturing, shading, geometry, and post-processing. It's one of the best looking games of the 7th gen, in my opinion.

Still though, it's a bit of an apples-to-oranges comparison to pit a linear action game against a massive open world one. As a more contained experience, Killzone 3 has the luxury of being able to focus its rendering budget into a smaller area.

A more like-for-like point of comparison for Breath of the Wild would be similar open world titles on PS3/360, like Skyrim or Far Cry 2/3/4.



curl-6 said:
GOWTLOZ said:

I agree with that, but the distance detailing shouldn't be much hard considering that the resolution allows loss of detail fairly nearby. GOW 3 didn't have vast open worlds but the worlds it did have were all very highly detailed, just look at the titans, millions of polygons moving as one entity, that is very impressive and something you do not see in open world games. Also as they were all at a fairly close or very close range they were highly detailed.

Killzone 3 is maybe even more hardware intensive according to you because the game did allow some exploration and freedom of movement and was incredibly detailed. Both GOW 3 and Killzone 3 have a lot more enemies too and Killzone 3 has very advanced AI. That is a very CPU intensive game.

Killzone 3 is indeed an incredibly technically demanding game for its hardware, with very impressive texturing, shading, geometry, and post-processing. It's one of the best looking games of the 7th gen, in my opinion.

Still though, it's a bit of an apples-to-oranges comparison to pit a linear action game against a massive open world one. As a more contained experience, Killzone 3 has the luxury of being able to focus its rendering budget into a smaller area.

A more like-for-like point of comparison for Breath of the Wild would be similar open world titles on PS3/360, like Skyrim or Far Cry 2/3/4.

I think Zelda achieves quite a bit, but Farcry 3-4 are quite good looking games and are quite demanding, so if anything, you nailed the games required to base a comparison on. 



Hynad said:
curl-6 said:

Killzone 3 is indeed an incredibly technically demanding game for its hardware, with very impressive texturing, shading, geometry, and post-processing. It's one of the best looking games of the 7th gen, in my opinion.

Still though, it's a bit of an apples-to-oranges comparison to pit a linear action game against a massive open world one. As a more contained experience, Killzone 3 has the luxury of being able to focus its rendering budget into a smaller area.

A more like-for-like point of comparison for Breath of the Wild would be similar open world titles on PS3/360, like Skyrim or Far Cry 2/3/4.

I think Zelda achieves quite a bit, but Farcry 3-4 are quite good looking games and are quite demanding, so if anything, you nailed the games required to base a comparison on. 

Yeah, besides the obvious differences in art style, Far Fry 2-4 on PS3/360 are quite similar to BotW in that they feature open worlds with lots of vegetation, scattered enemy encampments and wildlife, etc. They seem like the most logical point of comparison in my view.

Far Cry 3 and 4 on PS360 are impressive technical accomplishments for the hardware they're running on, but overall, I'd give BotW the edge as it seems to have a bigger world with denser and more interactive vegetation, as well as a slightly higher screen resolution. (720p versus cropped sub-HD in Far Cry)