Aller au contenu

Photo

The Graphics Thread


  • Veuillez vous connecter pour répondre
26 réponses à ce sujet

#1
onelifecrisis

onelifecrisis
  • Members
  • 2 829 messages
I thought I'd make a thread about ME3 graphics, as this doesn't seem to have been discussed much. Maybe people could post anything graphics-related here. I'm a graphics wh0re and a bit of a geek in this area as well (trumpet: I play ME1 and ME2 using my own customized UE3 pixel shaders) and it was interesting to me to see what they're doing with ME3. So, these are the things (good and bad) that I've noticed from the E3 footage.

God Rays
These were seen in ME2 CG cutscenes, but it's the first time we've had them during actual ME gameplay. IMO they look really nice.

Motion Blur
The motion blur in ME1 was broken, and in ME2 they almost completely removed it (there is a bit of motion blur when sprinting in ME2 but the rest of the time it's disabled). It looks like ME3 features full object-based motion blur and I noticed no problems in the demo. Sweet.

Smooth Cutscene/Gameplay Transitions
I was pleased to see this in the demo, and also mildly impressed - it is not so trivial as it sounds. ME2 switches to a slightly different lighting and shadowing model for cutscenes (one that would destroy the frame rate during actual gameplay if it were to be used there) so I'm not sure how ME3 is doing this, but in any case it looks great.

Shadows
Shadows in the ME games have never been great and ME3 looks to be no exception. I'm still seeing excessively dark shadows, and shadows on backfaces* all over the place. I hope they iron out these problems in QA.

Lens Flares
Lens flares in ME2 had some really annoying issues. I didn't see these issues in the ME3 demos, so hopefully that means they've been fixed.


*Not really the technically correct word, but what I mean is that shadows "go through" things. For example, when mordin is inside that cage you can see his shadow on the outside of the cage.

Modifié par onelifecrisis, 19 juin 2011 - 05:35 .


#2
Bobad

Bobad
  • Members
  • 2 946 messages
What are "God Rays"?.

#3
onelifecrisis

onelifecrisis
  • Members
  • 2 829 messages

Bobad wrote...

What are "God Rays"?.


Shafts of sunlight, like rays coming off the sun, only dynamic. Watch the demos and see what happens when the sun is in-shot but slightly obscured by something - you see rays of light coming from it, shaped by the obscuring object(s).

#4
nitrog100

nitrog100
  • Members
  • 330 messages
By backshadows, do you mean like in ME1 when you could tell what kind of enemy was going to come out of a door because there was a silhouette-like shadow projected on the other side of the door? I always thought that that was kind of weird. I hope texture popping doesn't make a comeback, because it really bothered me from time to time.

#5
onelifecrisis

onelifecrisis
  • Members
  • 2 829 messages

nitrog100 wrote...

By backshadows, do you mean like in ME1 when you could tell what kind of enemy was going to come out of a door because there was a silhouette-like shadow projected on the other side of the door? I always thought that that was kind of weird. I hope texture popping doesn't make a comeback, because it really bothered me from time to time.


Exactly. It's easy to fix, they just need to do more QA on that sort of thing. I play ME1 and ME2 with the shadows off because these glitches annoy me too much. Hopefully ME3 will feature shadows that don't glitch like that.
=]

What do you mean by texture popping? Like when a low-res textures switches to high-res?

Modifié par onelifecrisis, 19 juin 2011 - 05:39 .


#6
LGTX

LGTX
  • Members
  • 2 590 messages
I know hell would rather freeze three times over than actual AA would be implemented in UE3, but here's a hope the ME3 team will figure something out...

#7
Gill Kaiser

Gill Kaiser
  • Members
  • 6 061 messages

onelifecrisis wrote...

Bobad wrote...

What are "God Rays"?.


Shafts of sunlight, like rays coming off the sun, only dynamic. Watch the demos and see what happens when the sun is in-shot but slightly obscured by something - you see rays of light coming from it, shaped by the obscuring object(s).

You mean crepuscular rays?

#8
LGTX

LGTX
  • Members
  • 2 590 messages

Gill Kaiser wrote...

onelifecrisis wrote...

Bobad wrote...

What are "God Rays"?.


Shafts of sunlight, like rays coming off the sun, only dynamic. Watch the demos and see what happens when the sun is in-shot but slightly obscured by something - you see rays of light coming from it, shaped by the obscuring object(s).

You mean crepuscular rays?


That's what he meant, yep.

#9
Hathur

Hathur
  • Members
  • 2 841 messages

LGTX wrote...

I know hell would rather freeze three times over than actual AA would be implemented in UE3, but here's a hope the ME3 team will figure something out...


If Epic can't do it (the creators of the engine), what hope does Bioware have? :P

#10
Art3m

Art3m
  • Members
  • 365 messages
I don't know whether assault rifles' shooting sfx in ME2 was/is described as improvement over ME1, i prefer ME1. They feel more realistic. None of those creepy tracers were there. But I'm afraid they'll be in ME3 too.

#11
Chromie

Chromie
  • Members
  • 9 881 messages
I want Ubersampling in everything now.

#12
Hathur

Hathur
  • Members
  • 2 841 messages

Art3mShepard wrote...

I don't know whether assault rifles' shooting sfx in ME2 was/is described as improvement over ME1, i prefer ME1. They feel more realistic. None of those creepy tracers were there. But I'm afraid they'll be in ME3 too.


Nah, it's all good 

And the sound effects are masterfully crafted for ME3 too... it's like sex for my ears. :wub: Bioware has learned a lot in the audio department.

Modifié par Hathur, 19 juin 2011 - 06:12 .


#13
Kronner

Kronner
  • Members
  • 6 249 messages
I'd love to be able to turn off ALL bloom and DoF effects from the menu, without the need for .ini tweaking etc.

AA support would be welcome too.

#14
Hathur

Hathur
  • Members
  • 2 841 messages

Kronner wrote...

I'd love to be able to turn off ALL bloom and DoF effects from the menu, without the need for .ini tweaking etc.

AA support would be welcome too.


AA not gonna happen.. ever.. UE 3 can't process AA, it's an engine limitation, not gonna change until Epic Games makes a newer version of UE that supports it.

As for depth of field disabling? Definitely would like... I am not a fan of it at all (it was very poorly implemented in Dragon Age 2 particularly)... generally DOF is more of a distraction than something that increases immersion... don't think I've ever seen it used well (was very annoying in Witcher 2 as well, turned it off right away).

#15
Chromie

Chromie
  • Members
  • 9 881 messages

Hathur wrote...

Art3mShepard wrote...

I don't know whether assault rifles' shooting sfx in ME2 was/is described as improvement over ME1, i prefer ME1. They feel more realistic. None of those creepy tracers were there. But I'm afraid they'll be in ME3 too.


Nah, it's all good 

And the sound effects are masterfully crafted for ME3 too... it's like sex for my ears. :wub: Bioware has learned a lot in the audio department.


Well they have Dice helping them so thank them for your aural sex. Dice does an amazing job with audio.

And doesn't the Unreal Engine support AA on DX10? I think it was in Gears of War on PC anyway. Not sure. 

Modifié par Ringo12, 19 juin 2011 - 06:18 .


#16
Blze001

Blze001
  • Members
  • 786 messages
I just hope you can switch all the "oooh pretty" stuff off for those of us on lesser computers.

#17
LuPoM

LuPoM
  • Members
  • 637 messages

LGTX wrote...

Gill Kaiser wrote...

onelifecrisis wrote...

Bobad wrote...

What are "God Rays"?.


Shafts of sunlight, like rays coming off the sun, only dynamic. Watch the demos and see what happens when the sun is in-shot but slightly obscured by something - you see rays of light coming from it, shaped by the obscuring object(s).

You mean crepuscular rays?


That's what he meant, yep.


Not only crepuscolar, it's just the sunlight viewed from an object that partially obstructs the sun, and the effect is pretty much this:
Posted Image


Shadows side, I hope they'll implement SSAO

Modifié par LuPoM, 19 juin 2011 - 06:42 .


#18
onelifecrisis

onelifecrisis
  • Members
  • 2 829 messages

LuPoM wrote...

Shadows side, I hope they'll implement SSAO


Have you seen UE3's SSAO? It's... basic.

#19
onelifecrisis

onelifecrisis
  • Members
  • 2 829 messages

Hathur wrote...

Kronner wrote...

I'd love to be able to turn off ALL bloom and DoF effects from the menu, without the need for .ini tweaking etc.

AA support would be welcome too.


AA not gonna happen.. ever.. UE 3 can't process AA, it's an engine limitation, not gonna change until Epic Games makes a newer version of UE that supports it.

As for depth of field disabling? Definitely would like... I am not a fan of it at all (it was very poorly implemented in Dragon Age 2 particularly)... generally DOF is more of a distraction than something that increases immersion... don't think I've ever seen it used well (was very annoying in Witcher 2 as well, turned it off right away).


AA is already there in ME1 and ME2, at least for nVidia owners. FSMSAA causes problems as you'd expect from a DX9 game that uses deferred lighting, but it does work. For perfect result, nVidia inspector can be used to force FSSSAA. It fixes everything - specular aliasing, PP aliasing... it even anti-aliases the depth buffer!

I gather that those with newer cards can use SGSSAA for even better results. I can't wait to get me one of those.

Modifié par onelifecrisis, 19 juin 2011 - 07:18 .


#20
onelifecrisis

onelifecrisis
  • Members
  • 2 829 messages

Gill Kaiser wrote...

onelifecrisis wrote...

Bobad wrote...

What are "God Rays"?.


Shafts of sunlight, like rays coming off the sun, only dynamic. Watch the demos and see what happens when the sun is in-shot but slightly obscured by something - you see rays of light coming from it, shaped by the obscuring object(s).

You mean crepuscular rays?


Yeah but nobody calls them that. :P

Modifié par onelifecrisis, 19 juin 2011 - 07:21 .


#21
Mwames

Mwames
  • Members
  • 117 messages
I'm not sure if graphics is the right place to put this (and I don't think I need to make an entire thread), but I REALLY hope they clean up a lot of those animations. I know they still have a little less than a year, but blech. If anybody has seen any of the E3 demos, you'd know what I mean. At the beginning of the Earth demo, Anderson's run isn't even remotely close to natural (along with the other squad members). Later through the demo, a mini cutscene occurs when the two slide down some debris after an explosion. After Shepard gets up and gameplay resumes, he does that annoying little thing where even though his gun was pointed straight, it's suddenly pointed down and he lifts it for a split second. Little things like that break the immersion for me. Finally, we have the sprinting camera. Am I the only one who misses some shaky cam? Without it, it looks poorly animated.

I know it's more of a tech thing rather than a graphics thing, but since you visually see it, I'm going to call it graphics. Posted Image

#22
Chuvvy

Chuvvy
  • Members
  • 9 686 messages
They're running on UE3 right?

#23
Notanything

Notanything
  • Members
  • 211 messages
They don't look dramatically changed at all yet. I don't see anything drastic just yet. If this is the finalized look for the game, I'll estimate that the requirements won't be far off at all from what they were for Mass Effect 2.

#24
aridor1570

aridor1570
  • Members
  • 1 063 messages

Notanything wrote...

They don't look dramatically changed at all yet. I don't see anything drastic just yet. If this is the finalized look for the game, I'll estimate that the requirements won't be far off at all from what they were for Mass Effect 2.


I think that's what they're aiming for.

#25
onelifecrisis

onelifecrisis
  • Members
  • 2 829 messages

Slidell505 wrote...

They're running on UE3 right?


Basically yes, all three games use UE3, but over time they've made more and more tweaks of their own to the engine. I think overall things have improved, but some of the tweaks have had less than desirable side-effects. I forgot to mention it in the OP, but I hope they've fixed the problems that their "Light Axis" introduced in ME2...

Modifié par onelifecrisis, 19 juin 2011 - 09:00 .