Frostbite 2? Really?
#251
Posté 19 septembre 2012 - 04:50
... won't be a launch day buy for sure..
#252
Posté 19 septembre 2012 - 11:01
John Epler wrote...
As much as I've argued for it, you will likely never fight a dragon from the cockpit of an F-35.
Very excited by the new engine possibilities though, the lighting in particular looks like it has a lot more shiny opportunities to do shiny things like shine.
I'm wondering if the textures and general graphical look of the game will get an update along with the physics/lighting engines, since someone said you might be importing a lot of assets from DA2?
#253
Posté 19 septembre 2012 - 03:23
This. <3+10tmp7704 wrote...
I'd argue the particular screenshots included there don't quite make this point -- instead, they demonstrate that 2d graphics can look much better than early 3d, and that a 3d game can look better than another published two years earlier, or more.hoorayforicecream wrote...
Realistic aesthetics tend to look dated as time passes.
Stylized art holds up much better.
Current 3d graphics reach the point where fidelity is high enough the games aren't likely too look very outdated couple years down the road (the examples you post are over 10 years old) ... and even if they did, that's minor concern for games which get bulk of their sales in first few months after the release. It's not a MMO that has to be built with intention to last for long years, because that's how long it's supposed to be bringing in revenue.
I have nothing against stylized graphics in a variety of games, frankly love them most of the time, but I'm really tired of that faulty argument.
#254
Posté 19 septembre 2012 - 09:00
hoorayforicecream wrote...
King Cousland wrote...
If I could ask, why is that you guys are resistant to having "realistic" aesthtics (form what I've inferred you're sticking with DA II's art style)?
Realistic aesthetics tend to look dated as time passes.[img]http://src.sencha.io/http://www.thunderboltgames.com/s/reviews/n64/goldeneye_4.jpg[/img]
Stylized art holds up much better.
[img]http://3.bp.blogspot.com/-LHmPZAIPzXI/UBNns9-hsrI/AAAAAAAAAkQ/ZZkyJ4SDkjw/s1600/diablo2_diablo.jpg[/img]
[img]http://3.bp.blogspot.com/-8yvl28sNY_E/T4BPtgALSoI/AAAAAAAANI0/n2FrRJ_NacQ/s1600/using+mirror+shield+reflect+majora%27s+mask+beam.jpg[/img]
As for DA2's art style... it isn't really that stylized either. I kind of wish it was.
While I wouldn't question your knowledge of game mechanics, I agree with what tmp7704 touched on. Can we really compare visuals from over a decade ago with how games like BF3 look? I certainly wouldn't have played the above games even when first released and remarked on how realistic they looked. I would do that with BF3 however, and it's unlikely that - in a decade's time - I'll view those aesthetics as outdated and unrealistic, since we've (IMO) reached a point where no matter what graphical advancements are made, today's top of the range visuals will always be seen as pretty realistic.
#255
Guest_FemaleMageFan_*
Posté 19 septembre 2012 - 09:03
Guest_FemaleMageFan_*
Modifié par FemaleMageFan, 19 septembre 2012 - 09:03 .
#256
Posté 19 septembre 2012 - 09:06
#257
Posté 19 septembre 2012 - 09:19
Will you be targetting the PS4/xbox720 tech level with this? You can do some really amazing things when you're not constrained to 6 year old technology. Tesselate the LOD engine. Eliminate loading screens. Make the executable 64-bit only and actually use some RAM!
If you're still running a 32 bit operating system, your rig is obsolete. It's time for an upgrade.
Modifié par jkflipflopDAO, 19 septembre 2012 - 09:24 .
#258
Posté 19 septembre 2012 - 09:33
King Cousland wrote...
While I wouldn't question your knowledge of game mechanics, I agree with what tmp7704 touched on. Can we really compare visuals from over a decade ago with how games like BF3 look? I certainly wouldn't have played the above games even when first released and remarked on how realistic they looked. I would do that with BF3 however, and it's unlikely that - in a decade's time - I'll view those aesthetics as outdated and unrealistic, since we've (IMO) reached a point where no matter what graphical advancements are made, today's top of the range visuals will always be seen as pretty realistic.
I disagree. Every generation, people have said that the cutting edge is super duper realistic, and that they'll never look outdated.
10 years ago, real-time cloth physics was beyond us. Today, we've got cloth that's a lot better, but still has a long way to go. Similarly, hair has a long way to go. Skin still tends to look waxy. We've only just begun to scratch the surface of HDR lighting, shadowing, and reflections. Even with today's technology we have a hard time modeling fluid dynamics in real time, getting true realistic water, getting realistic motion, etc. There's still plenty of clipping problems, animation problems, and weather effects that don't really behave the way weather should. We accept them because we accept that these are current limitations of technology.
The stuff that we see right now that looks super duper realistic right now will look dated in ten years. I guarantee it.
#259
Guest_FemaleMageFan_*
Posté 19 septembre 2012 - 09:40
Guest_FemaleMageFan_*
You are absolutely right.hoorayforicecream wrote...
King Cousland wrote...
While I wouldn't question your knowledge of game mechanics, I agree with what tmp7704 touched on. Can we really compare visuals from over a decade ago with how games like BF3 look? I certainly wouldn't have played the above games even when first released and remarked on how realistic they looked. I would do that with BF3 however, and it's unlikely that - in a decade's time - I'll view those aesthetics as outdated and unrealistic, since we've (IMO) reached a point where no matter what graphical advancements are made, today's top of the range visuals will always be seen as pretty realistic.
I disagree. Every generation, people have said that the cutting edge is super duper realistic, and that they'll never look outdated.
10 years ago, real-time cloth physics was beyond us. Today, we've got cloth that's a lot better, but still has a long way to go. Similarly, hair has a long way to go. Skin still tends to look waxy. We've only just begun to scratch the surface of HDR lighting, shadowing, and reflections. Even with today's technology we have a hard time modeling fluid dynamics in real time, getting true realistic water, getting realistic motion, etc. There's still plenty of clipping problems, animation problems, and weather effects that don't really behave the way weather should. We accept them because we accept that these are current limitations of technology.
The stuff that we see right now that looks super duper realistic right now will look dated in ten years. I guarantee it.
#260
Posté 19 septembre 2012 - 09:40
#261
Posté 19 septembre 2012 - 09:41
I disagree. Every generation, people have said that the cutting edge is super duper realistic, and that they'll never look outdated.
It used to be an annual thing for me to say "Graphics can't get any better than this" as I was continuously blown away.
#262
Posté 19 septembre 2012 - 09:47
...tmp7704 wrote...
That's what i'd expect too, as it was handy approach. On the other hand since they're supposedly looking into Skyrim and such, they just might go for that 'realtime' approach to daycycle, now that their new game engine allows it.
(edit to add quote, thread moves fast)
IT'S YOU.
YOU'RE ALIVE.
/parade
#263
Posté 19 septembre 2012 - 09:49
#264
Posté 19 septembre 2012 - 10:05
Whereas Monkey Island still looks as good as it did. This isn't even nostalgia, I replayed it a year ago and it still looked good.Allan Schumacher wrote...
It used to be an annual thing for me to say "Graphics can't get any better than this" as I was continuously blown away.I disagree. Every generation, people have said that the cutting edge is super duper realistic, and that they'll never look outdated.
#265
Posté 19 septembre 2012 - 10:11
Xewaka wrote...
Whereas Monkey Island still looks as good as it did. This isn't even nostalgia, I replayed it a year ago and it still looked good.Allan Schumacher wrote...
It used to be an annual thing for me to say "Graphics can't get any better than this" as I was continuously blown away.I disagree. Every generation, people have said that the cutting edge is super duper realistic, and that they'll never look outdated.
Stylized vs realistic.
#266
Posté 19 septembre 2012 - 10:14
That is good to hear. I must admit, I was rather perplexed about the choice to use Frostbite 2 at first, but what you said set me at ease. Thank you.John Epler wrote...
Engines don't really have a lot to do with the kind of game that's being made. Engines handle a lot of things behind the scenes - the example of visuals was already used, but it's more than that. Engines can handle how animations are handled, how data is stored and accessed, how assets are treated. Certainly, Frostbite 2 has, thus far, been primarily used for FPSes, but there's a lot of stuff it does that is simply going to give us the ability to do a lot more than we have previously - not just graphically.
#267
Posté 19 septembre 2012 - 10:25
Indeed.hoorayforicecream wrote...
Xewaka wrote...
Whereas Monkey Island still looks as good as it did. This isn't even nostalgia, I replayed it a year ago and it still looked good.Allan Schumacher wrote...
It used to be an annual thing for me to say "Graphics can't get any better than this" as I was continuously blown away.I disagree. Every generation, people have said that the cutting edge is super duper realistic, and that they'll never look outdated.
Stylized vs realistic.
#268
Posté 19 septembre 2012 - 10:34
That is a slightly different argument from the one i was making -- i was speaking in quite shorter term of 2-3 years, because that's what makes financial sense to take into account.hoorayforicecream wrote...
I disagree. Every generation, people have said that the cutting edge is super duper realistic, and that they'll never look outdated.
When we take into account this sort of timeframe, then current advancements don't appear quick/large enough to result in some drastical fidelity difference -- to bring some perspective, games like Heavy Rain, Yakuza 3 or Mafia II are by now two years old. I'd argue their graphics still hold up well.
Will this stuff look dated ten years from now? No doubt, but no one reasonable is making their games with serious intention of making big buck from sales ten years down the road. So whether the stuff is going to look very outdated or just 'somewhat outdated' (stylization may help, but it won't prevent the game from looking old entirely; that Zelda screenshot still looks awful, e.g. compared to today's "stylized" games) ... is very much "and that matters how?" kind of issue, which shouldn't imo drive the design of game visuals in the manner it's suggested it does.
edit: regarding specifically Monkey Island, this is actually example that even stylized games don't fully stand the test of time. Otherwise why would the makers bother to completely redo the graphics for the Special Edition relaunch?
Modifié par tmp7704, 19 septembre 2012 - 10:39 .
#269
Posté 19 septembre 2012 - 10:39
#270
Posté 19 septembre 2012 - 11:02
tmp7704 wrote...
That is a slightly different argument from the one i was making -- i was speaking in quite shorter term of 2-3 years, because that's what makes financial sense to take into account.hoorayforicecream wrote...
I disagree. Every generation, people have said that the cutting edge is super duper realistic, and that they'll never look outdated.
Not everything is financially motivated. Somebody asked why someone would choose stylized over realistic; I merely gave one reason why an art director might make that decision and provided some evidence. There are some other stylized games from the same year (2000) that still look fantastic to me... I probably should have used a shot from Jet Set Radio instead.

In any case, I wasn't responding to you because I wasn't quoting you. If I was to respond to your comments, especially about why they chose to switch engines, I'd hazard to guess that the engineers probably looked over the list of big technical features that they were aiming to get into DA3, did estimates on how long it would take to make them work on the old Eclipse engine, and compared it to estimates on how much work it would take to switch along with the low-hanging fruit Frostbite provides practically out of the box, factored in estimates for support from DICE, and looked over the systems in place. I guess that they weighed the two, and chose frostbite.
Given that neither you nor I know what the feature list is, what sort of assumptions the eclipse engine makes, or what the inner workings of frostbite are... I'd say "let them do their thing and not question it." Maybe I'm wrong and their programmers really didn't bother to think about the effect of switching animation systems, but I seriously doubt it. From what I know of Bioware's engineers, they're pretty sharp.
edit: regarding specifically Monkey Island, this is actually example that even stylized games don't fully stand the test of time. Otherwise why would the makers bother to completely redo the graphics for the Special Edition relaunch?
I never said that stylized art was inviolate, I just said it stood up better. Yar's Revenge and Missile Command were great games, but I don't think that a remake of either would stick to the same blocky pixelated graphics just for nostalgia's sake.
They did the same thing with Street Fighter 2: HD Remix, but the reception was pretty mixed. Casual fans enjoyed the new graphics, but many of the hardcore fighting game players still prefer the old sprites. Tournaments are still played with old sprites.
http://t3.gstatic.co...PSyQYxPkf2Ducmg
Modifié par hoorayforicecream, 19 septembre 2012 - 11:02 .
#271
Posté 19 septembre 2012 - 11:14
Certainly, i don't think anyone is really questioning what BioWare is doing. Even if just because we have absolutely no idea yet what it is they are actually doinghoorayforicecream wrote...
Given that neither you nor I know what the feature list is, what sort of assumptions the eclipse engine makes, or what the inner workings of frostbite are... I'd say "let them do their thing and not question it." Maybe I'm wrong and their programmers really didn't bother to think about the effect of switching animation systems, but I seriously doubt it. From what I know of Bioware's engineers, they're pretty sharp.
It will be interesting to see the first screenshots, when they get revealed. One possibility (suggested by earlier comment) would be simple import of existing DA2 models into new engine. I'm curious how that look would mix with Frostbite lighting system. On the other hand they might decide to do some changes while at it , and they have lot of room for how far these could go... but well, really, probably no point in speculating.
#272
Posté 20 septembre 2012 - 01:36
#273
Posté 21 septembre 2012 - 08:19
Rockworm503 wrote...
Imperium Alpha wrote...
FORSTBITE2 EVERYTHING!
Frostbite 2 all the games!
FORSTBITE2 BiG
#274
Posté 21 septembre 2012 - 08:37
for both DA:O and DA2 the animations for conversations were a bit limited from what i can tell as after a while one could see the repeating motions making the characters seem more like puppets rather than active participants in the conversation with few exceptions (such as riordan's explanation of the blights and grey wardens as walks around the room and looks into the inside of a cage).
For DA3 with the frostbite engine, are any of the conversation animations being ported to the new engine or are you tackling those in a different way? such as mo-cap acting like in "the last of us" or "uncharted" for important characters and scenes? or would that approach be too costly or rather make the quality between the animations of major and minor npcs too disparate from each other breaking the suspension of disbelief?
Modifié par nightcobra8928, 21 septembre 2012 - 08:39 .
#275
Posté 21 septembre 2012 - 08:40





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