Squilliam said:
CGI-Quality said:
Doesn't get more realistic than this. MW2 looks good folks, but to think it competes with Killzone 2 is quite silly. To each there own, but Killzone 2 is technologically a better game.
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How do you mean technologically a better game? Their design goals are completely different and so is their implementation, so please tell me how you can say one is better than the other unless you can clarify and say its better in some specific way.
Killzone 2 = heavely multi-threaded, high frame time (33-40ms per frame) + higher latency (177 or 6-7 frames) but implements a lot of technologies with the express desire to make a graphically immersive game. This game sold pretty much initially because it looked better than pretty much every game out there and this was conveyed by videos over the internet.
Call of Duty 6 = less threaded, low frame time and low latency (assumed from how they did the first game) 16.66-20ms per frame multiplayer orientated experience. Word of mouth sold the previous game because people felt how much better it played than pretty much every game out there in a way that videos on the internet couldn't convey.
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We have to draw the line somewhere when technically comparing different games. I do agree that comparing Forza 3's graphics to Killzone 2's ones makes little sense because the toolsets and goals are entirely different.
But here we're speaking of an FPS versus an FPS. Now you want to draw a finer line because one chose to go for 60fps instead of 30. Guess what, that's part of the design choices that affected the final visual outcome, it does not allow the game who went either way to go free of a comparison of the final results.
Either the 60fps rate affects the visual quality substantially, and then the comparison holds and any player is free to explain how they think it improves the graphics, or it doesn't and still the comparison holds, and we agree that IW simply had to make some trade-offs because they wanted the framerate for some reason.
Btw, stealthily pitting a "pretty but dumb" KZ2 against the multiplayer heaven of MW2 was neither subtle nor correct. You make it sound like the 60fps is needed for the "multiplayer orientated experience". In terms of design goals, i'd say that KZ2 is as much multiplayer oriented as CoD. In terms of tech results, I'd underline that KZ2 is not sacrificing MP action on the altar of visual prowess, as it offer 16vs16 matches over some huge multiplayer maps with plenty of drones, turrets, debris and physics going on at any given time. MW2 offers 9vs9, I understand, so I fail to see how the low frame time bettered the multiplayer experience per se.
Unless you go to the real root of the issue: CoD's engine stems from Quake tech. On PCs the dominant FPS genre has been always based on fast framerate that is needed with twitch mouse controls (fast pans look jerky very easily). CoD inherited the whole fast and light turning/smooth design, and complimented it with some aim assist because of the limitations of double analog controls.
It's a legitimate design choice and a gameplay style that millions seem to love - though as a PC gamer I found KZ2's heavy and tactical gameplay more interesting, being different from what I could play better with a mouse.
If this design choice led to visual trade-offs, this is the thread to point them out.