Mike Laidlaw wrote...
It's a balancing act, though. If we overload on texture memory or really crazy shaders, we can't support crowds of people and still maintain our framerate. So, you can lose some immersion only to gain a different kind of immersion.
Overall, though, your question seems to be "Will this look better than Origins." My personal, and obviously biased response, is "hell yes." We'll be releasing some more screens from Kirkwall in the near future that I think will prove the point. Or maybe not. I never really know what's key to the hardcore graphics folks. My thing (insofar as it is a thing at all, I'm not Art Director for a reason), is that I would like it to look consistent. Origins featured a few too many instances of really high-fidelity characters standing next to non-high fidelity objects.
Note:
bold by me.
Allow me to comment on these two points. I've played games since they were all 2d and 3d 800x640 was a fabled dream for NASA computers. Graphics are not essential, but they're a hell of an immersion tool. And as a previous poster said, I also think that it's RPGs that benefit (or suffer) the most from the quality of their graphics, right next to simulators. Shooters, fighting and sports games are fast paced and, marketing glory aside, few people notice the graphics when engulfed by high-speed action. I enjoy the old text based 2d isometric RPGs, but nothing sells a sweeping, epic scenery and such as quality graphics.
Now, random chatter aside, you're right about consistency, and the biggest problem with it is the head/body texturing, both in Mass Effect and Dragon Age. I know you're two different teams, but both franchises suffer from it (admittedly, and somewhat surprisingly, Mass Effect more so in my opinion). I hate seeing an awesome high-res texture and beautifully modeled and animated character's face, only for the camera to move and right below it a horribly blurry texture of clothing, armor, jewelry, whatever. It's
really irritating, especially in close ups.
Second, what I find most important about graphics after overall texture consistency (I can live with lower resolution textures, but at least they should be uniformly scaled) is lighting/shaders. Origins was a bit... wild, in this regard. Some scenes look great, moody, atmospheric, yet others immediately after are just
"meh". For example (concerning lighting) I really dislike the Deep Roads. I've been in caves, they're dark, high-contrast, creepy places; the Deep Roads weren't. There was also something off about the lighting in the temple where Andraste's cult resided, the one in the mountains. Scenes next to fire-pits or campfires looked great, though... like the Dark Ritual, or any random conversation next to the campfire with Leliana or Alistair.
I hope you've worked on lighting for DAII. And I hope this post has been somewhat helpful.
PS. Purely subjective opinion, but realism in graphics trumps all - realistically proportioned swords and armor rule!
Modifié par Burdokva, 03 octobre 2010 - 06:52 .