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Forums - PC - Graphics Crown still Crysis ?

definetly not crysis, its killzone 2, and its pretty sad to see all the people who do not so obviously realise this because you guys glorify crysis wayyyyyyy to much in order to see that people spend 1000's of dollars on new PCs, while KZ2 already is already more technologically advanced, and maintains a high frame rate during nearly every situation, while crysis requires a very good(mostly expensive PC) to run the game



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ultima said:
Staude said:
 

Im not gonna talk about the rest. This is enough.

 

I said it had more polygonal detail because it has more polygons on its char models ? Like I said crysis uses normal maps for the char model details. Quite simply. Bump maps are a thing of the past. Normal and specular maps are what's the industry standard now.

 

Regarding the lighting engine, that's debatable. In some aspects sure, but in others it's been surpassed. I'm thinking particularly killzone 2 and all the different reflections in the game.. That being a part of the lighting engine counts.

 

Now i'm not gonna accept assault by various people for stating what I did, so before this gets out of hand I suggest you both actually care to read my posts.. That is also something I recommend in the future as I hate to debate over something pointless and state the same thing multiple times.

First of all, I'm going to adress your last paragraph. I'm not trying to insult you or anything and I'm extremely sorry if it seemed that way. We're just having a debate here... As for suggesting we read your posts, I wouldn't have replied if I haven't read your post. I could've misunderstood a point, but I certainly read it. And you contradict yourself by replacing half of my post by dots, implying you didn't care enough to read it.

Seriously, what makes you say that Crysis has low-polygon models? Can you prove to me that the detail is achieved using normal mapping? And what makes you believe that both weren't using the technique, which would still point towards Crysis having higher-polygon character models? My view on this stands, normal maps are used to an extent for wrinkles and such, but you cannot replicate these models with normal mapping.

Killzone doesn't have a comparable lightning engine to Crysis. First of all it has pre-baked lightning. Killzone may look incredibly good, but the light sources are always in the same position, casting pre-baked shadows. In Crysis, it's all dynamic. You can wait in one spot for the time of day to change and totally change the way the environment looks. This applies to every console game. No game (to my knowledge) has a real-time lightning engine to even come close to Crysis.

And here's my closing comment. You seem to think that technically graphics are subjective; they aren't. Either a game looks technically impressive or it doesn't. It's like math, even if different people correctly evaluate it, the result should still be the same. Artistic graphics are subjective. For example, RFOM looks really good to me, even though it uses a very simple graphics engine.

I've seen multiple threads that summerises how many polygons are in various games including crysis. Originally I thought they were 60 k but that was aparently only the ones from the intro. If you look around you can also find videos and screens where they show off the added detail via normal maps. I'm not gonna look for it now because last I did I couldn't find it, and I don't really have the time to either.

 

Most people don't want to have change of day. For instance, I work on a total conversion mod for a game engine from 2001. Even that old one has a dynamic time of day that can be set instantly and changed in realtime with no slowdown. The reason it's not used in many games is probably because they need it to be this time a day or this time aday to portray the game the way they want it to be portrayed.

Graphical talk like this IS subjective, if nothing else then simply because people have different ways of achieving the same results and because we don't have detailed engine structure for every single game to compare them completely objectively.

 

However, in the aspects of polygons vs so many other things, we can look at what the various things push, how they do it and draw a conclusion based partially on our own subjective opinion and partially on the objective data that we have, filling in the missing pieces with subjective opinion.



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nayefalshroof said:
definetly not crysis, its killzone 2, and its pretty sad to see all the people who do not so obviously realise this because you guys glorify crysispeople spend 1000's of dollars on new PCs wayyyyyyy to much in order to see that , while KZ2 already is already more technologically advanced, and maintains a high frame rate during nearly every situation, while crysis requires a very good(mostly expensive PC) to run the game

I have highlighted where you are failing epically. Wihout those things this is what your post would look like:

 

definetly and its pretty sad to see all the people who do not so  wayyyyyyy to much in order to see that ,  and maintains aduring nearly every situation, while crysis requires a PC to run the game



Tag(thx fkusumot) - "Yet again I completely fail to see your point..."

HD vs Wii, PC vs HD: http://www.vgchartz.com/forum/thread.php?id=93374

Why Regenerating Health is a crap game mechanic: http://gamrconnect.vgchartz.com/post.php?id=3986420

gamrReview's broken review scores: http://gamrconnect.vgchartz.com/post.php?id=4170835

 

Yea crysis still looks the best. But xbox 360 and PS3 keep pumping out games that are pretty damn close. It just goes to show graphics are hitting a plateau.



Staude said:

I've seen multiple threads that summerises how many polygons are in various games including crysis. Originally I thought they were 60 k but that was aparently only the ones from the intro. If you look around you can also find videos and screens where they show off the added detail via normal maps. I'm not gonna look for it now because last I did I couldn't find it, and I don't really have the time to either.

 

Most people don't want to have change of day. For instance, I work on a total conversion mod for a game engine from 2001. Even that old one has a dynamic time of day that can be set instantly and changed in realtime with no slowdown. The reason it's not used in many games is probably because they need it to be this time a day or this time aday to portray the game the way they want it to be portrayed.

Graphical talk like this IS subjective, if nothing else then simply because people have different ways of achieving the same results and because we don't have detailed engine structure for every single game to compare them completely objectively.

 

However, in the aspects of polygons vs so many other things, we can look at what the various things push, how they do it and draw a conclusion based partially on our own subjective opinion and partially on the objective data that we have, filling in the missing pieces with subjective opinion.

Unless the threads you've seen had the game developers participating, they couldn't have been accurate. But if you do find those videos or screens I would love to have a look at them.

I'm not holding it against games that do not have a dynamic change of day feature, but it's definitely a plus for Crysis and it clearly shows the game's complex lightning. For example, in early dawn and late dusk the sky is red due to scattering and refraction, and all of the cast shadows are realistic and long. At noon, on the other hand, sun is directly overhead and sky is bright blue. These changes of sky color are also perfectly reflected in the ocean.

There may be some subjectivity in our discussion but if we don't speculate things we don't really know (like polygon count), subjectivity is at minimum.

PS. I just ran a GPU benchmark, and the average polygon/frame count is about 2 million.



           

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ultima said:
Staude said:
 

I've seen multiple threads that summerises how many polygons are in various games including crysis. Originally I thought they were 60 k but that was aparently only the ones from the intro. If you look around you can also find videos and screens where they show off the added detail via normal maps. I'm not gonna look for it now because last I did I couldn't find it, and I don't really have the time to either.

 

Most people don't want to have change of day. For instance, I work on a total conversion mod for a game engine from 2001. Even that old one has a dynamic time of day that can be set instantly and changed in realtime with no slowdown. The reason it's not used in many games is probably because they need it to be this time a day or this time aday to portray the game the way they want it to be portrayed.

Graphical talk like this IS subjective, if nothing else then simply because people have different ways of achieving the same results and because we don't have detailed engine structure for every single game to compare them completely objectively.

 

However, in the aspects of polygons vs so many other things, we can look at what the various things push, how they do it and draw a conclusion based partially on our own subjective opinion and partially on the objective data that we have, filling in the missing pieces with subjective opinion.

Unless the threads you've seen had the game developers participating, they couldn't have been accurate. But if you do find those videos or screens I would love to have a look at them.

I'm not holding it against games that do not have a dynamic change of day feature, but it's definitely a plus for Crysis and it clearly shows the game's complex lightning. For example, in early dawn and late dusk the sky is red due to scattering and refraction, and all of the cast shadows are realistic and long. At noon, on the other hand, sun is directly overhead and sky is bright blue. These changes of sky color are also perfectly reflected in the ocean.

There may be some subjectivity in our discussion but if we don't speculate things we don't really know (like polygon count), subjectivity is at minimum.

PS. I just ran a GPU benchmark, and the average polygon/frame count is about 2 million.

If polygon count is revealed by the developer in the various instances. Then we do know and it's not speculation. The thread I mentioned summed up developer revealed numbers. Hence I am not speculating and i'm right. etc etc.

It was also revealed that uncharted 2s average char polycount was 80k (the highest i've ever heard of in a game) and that the game runs up to 2 million triangles at times.

Instead of just debating you should look into the subject that you debate.



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ph4nt said:
Yea crysis still looks the best. But xbox 360 and PS3 keep pumping out games that are pretty damn close. It just goes to show graphics are hitting a plateau.

They can get close, but will never surpass it because of the hardware limitations. The graphic cards suck in both consoles and they cant rely only on the processor to play a game with the Crysis level of graphics.



Solid said:
ph4nt said:
Yea crysis still looks the best. But xbox 360 and PS3 keep pumping out games that are pretty damn close. It just goes to show graphics are hitting a plateau.

They can get close, but will never surpass it because of the hardware limitations. The graphic cards suck in both consoles and they cant rely only on the processor to play a game with the Crysis level of graphics.

I never suggested they would loook better, just close haha. This generation to next will probably be the smallest leap in gaming graphics wise.

Which leads me to believe Nintendo's next system will have the largest leap in graphics the industry has ever seen, since they are essentially jumping ahead two generations from Wii to their next system. And by that point, the console lifespans are going to increase greatly because graphics can't get much better.



Current High-End video cards already reach the photorealism, this is how far graphics can ever go. Look at the hd 5780 thread, there is a model made in real-time, the woman looks like a real woman and if it wasn't the text about the image i would never know it was real-time graphics. The problem is that making something with this level of graphics should be ridiculously expensive, and the video cards to do so as well...

The question is, when will photorealism be cheap to make and cheap to consumers? Is this the right way to industry go?