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RAGE

  • Buddy
  • July 15, 2008 at 10:01 AM
  • Serenius
    • August 16, 2010 at 6:24 PM
    • #241

    Those screen shots look like they were taken from the 360 port. The PS3 textures were almost on par with the PC ones, and the PC version only had a scant few low-quality textures here and there.

  • JeanPaul
    • August 16, 2010 at 6:57 PM
    • #242

    You guys arent really taking into consideration the scale of this game. This isnt some small Unreal 3 deathmatch map, this is a piece of a level doubling the size of most cyrsis warhead SP levels. (which were gigantic btw)

  • Warby
    • August 16, 2010 at 7:09 PM
    • #243
    Quote from 2d-chris

    Yeah or less than 60 fps Low res textures are the worst offender ever.

    WOHOHOHO hold your horses there:

    60fps > everything else .... on the importance scale !

    but if your awesome new tech feature is we have infinite unique texture resolution than having lowres textures on your prerelease promotional material is kidn of a big deal

    imagine splintercells promotional screenshots not having dynamic shadows for example ... cant have that !

  • Rick_D
    • August 16, 2010 at 8:09 PM
    • #244

    i don't see anything in their game so far that warants a megatexture.

    all the stuff shown so far could be done with current techniques.

    i don't mean that there isn't a place for trying new things, but i can't see how they can look at that and think that the quality is acceptable.

    then again after looking at starcraft 2 maybe people are just giving up on furthering artistic techniques and figured it's time to return to cheap game making :S

  • Jetsetlemming
    • August 16, 2010 at 8:22 PM
    • #245
    Quote from Warby

    60fps > everything else .... on the importance scale !

    Most people can't even tell the difference between 30fps and 60fps unless you switch back between them live. Insomniac announced they've given up on 60fps as a pointless goal that earns them nothing and costs extra visual detail.

    Not that texture resolution is a big framerate thing, it's normally a yes/no sort of thing. Do you fit your memory budget? Ok. Not? fffffffffff

  • Erratic
    • August 16, 2010 at 8:23 PM
    • #246

    The full E3 ingame walkthrough was incredible. 2 Unflattering screenshots mean dick.

    Images

    • Gameplay_1.webp
      • 31.34 kB
      • 473 × 357
  • 2d-chris
    • August 16, 2010 at 9:11 PM
    • #247
    Quote from Warby

    WOHOHOHO hold your horses there:

    60fps > everything else .... on the importance scale !

    but if your awesome new tech feature is we have infinite unique texture resolution than having lowres textures on your prerelease promotional material is kidn of a big deal

    imagine splintercells promotional screenshots not having dynamic shadows for example ... cant have that !

    dude we're talking about screenshots, that be 1 fps

    If we're talking about fps gameplay then I agree, but personally I don't enjoy FPS games on consoles, never have and prob never will

  • dux
    • August 16, 2010 at 9:21 PM
    • #248

    I hope you're working on the PC version of crysis 2 then chris.

  • Mazy
    • August 16, 2010 at 9:28 PM
    • #249

    Hmmm, console screenshots or not, the entire point with megatextures is that you get unique high res textures all over the place.

    Then again, I'm sure most of us know cases where the released screenshots of our games have been showing it in it's worst light and that released media from a game is not always necessarily taken by someone that knows what they're doing.

    More importantly, though I still have a nostalgic love for id, then I have no idea why people are quite so hyped about this game. I mean it looks pretty good, but it ended up being more or less game of the show at E3 for most sites. Nothing I've seen from it made it deserve that.

  • Buddy
    • August 16, 2010 at 9:47 PM
    • #250
    Quote from Mazy

    Hmmm, console screenshots or not, the entire point with megatextures is that you get unique high res textures all over the place.Then again, I'm sure most of us know cases where the released screenshots of our games have been showing it in it's worst light and that released media from a game is not always necessarily taken by someone that knows what they're doing.

    More importantly, though I still have a nostalgic love for id, then I have no idea why people are quite so hyped about this game. I mean it looks pretty good, but it ended up being more or less game of the show at E3 for most sites. Nothing I've seen from it made it deserve that.

    Yup the gameplay was rather generic. In general Rage has done great first impression hence the first videos we got of it were handheld cam recordings = looked better. Then it got progressively worse (for me atleast) with each release, this one being the peak.

    From that last E3 the most interesting FPS for me was Bulletstorm tbh, i didnt expected anything good from it (i dont really love epic's stuff nowdays [even though bulletstorm is done by epic's polish partner PCF]) and it made greater impression on me than Rage which was rather sub-par gameplay-wise. (imo)

  • D3ads
    • August 16, 2010 at 10:27 PM
    • #251
    Quote from Jetsetlemming

    At least they don't have blocky shadows. I've had it up to here with that shit. I was playing Silent Hill 5 today and took this screenshot:[attachment=0]SH5.JPG[/attachment]

    And that's at max settings on PC! [Blocked Image: https://migrationtest.mapcore.org/public/style_emoticons/default/mapcore_smilies/emot_shakehead.gif] Abysmal. Completely unforgivable.

    SH5's PC port is abysmal full stop.

    Anyway, aren't megatextures only for things like terrain such as rocks and ground etc rather than actual detailed graffitied concrete? I can't see how you can randomly generate street art like that.

  • Serenius
    • August 17, 2010 at 1:04 AM
    • #252

    Megatextures apply to all static parts of a scene. Meshes, terrain, BSP, etc.

    http://s09.idav.ucdavis.edu/talks/05-JP ... lenges.pdf

  • Jetsetlemming
    • August 17, 2010 at 3:30 AM
    • #253
    Quote from dux

    I hope you're working on the PC version of crysis 2 then chris.

    I was under the impression that Crytek in general was working on crysis 2, with porting duties on the guys who have actually worked on consoles before, the timesplitters guys.

    Edit: Actually nvm, because remember those initial Cryengine 3 videos where they showed off the game running on all three platforms at once with edits in the editor effecting all three? Doesn't seem like non-tech guys need to worry about individual platforms, which is awesome.

    idtech5's editor is supposed to do the same thing, shame they're not licensing it. Hope they still release an sdk with rage though.

  • Ginger Lord
    • August 17, 2010 at 7:40 AM
    • #254
    Quote from Jetsetlemming

    I was under the impression that Crytek in general was working on crysis 2, with porting duties on the guys who have actually worked on consoles before, the timesplitters guys.

    lolwat

  • 2d-chris
    • August 17, 2010 at 9:02 AM
    • #255
    Quote from dux

    I hope you're working on the PC version of crysis 2 then chris.

    not quite sure if you've noticed, but we're shipping a PC game too, on an IP that was born on PC? I'm also not a game designer, I build levels that would be the same no matter what platform we ship on Consoles really doesnt change an FPS as much as you'd think, give or take some balancing and mechnics like auto aim and what not.

    I think it was DICE who said the biggest mistake they made in Bad Company was assuming they had to make a different game for console players.

    Quote from Jetsetlemming

    Edit: Actually nvm, because remember those initial Cryengine 3 videos where they showed off the game running on all three platforms at once with edits in the editor effecting all three? Doesn't seem like non-tech guys need to worry about individual platforms, which is awesome.

    idtech5's editor is supposed to do the same thing, shame they're not licensing it. Hope they still release an sdk with rage though.

    Nope - level designers here very much require quite detailed technical understanding of the consoles and limitations but the engine and art scale according to configs you run

    Anyway - back on topic please

  • Psy
    • August 17, 2010 at 11:25 AM
    • #256
    Quote from Jetsetlemming

    Most people can't even tell the difference between 30fps and 60fps

    Bollocks! > It's like the difference between night and day.

  • Evert
    • August 17, 2010 at 11:44 AM
    • #257
    Quote from Psy

    Most people can't even tell the difference between 30fps and 60fps

    Bollocks! > It's like the difference between night and day.

    Agreed. Most people can't tell the difference between a 2k and a 1k texture tho, but the fps becomes obvious as soon as you press a button on the controller.

  • D3ads
    • August 17, 2010 at 12:34 PM
    • #258

    Agreed, there's a mass of difference between 30fps and 60fps.

  • Jetsetlemming
    • August 17, 2010 at 12:58 PM
    • #259

    And just about nobody cares about it (except you guys apparently).

    http://www.insomniacgames.com/blogcast/ ... on/1503082

  • Thrik
    • August 17, 2010 at 1:16 PM
    • #260

    There's obviously a difference, but I can say I'm so used to 30 fps games as a console gamer it really doesn't matter to me. So long as it's a consistent 30 fps it's completely playable and looks good — and if given the choice between extra detail and 60 fps rather than 30 fps, I'd go with the extra detail.

    The most striking example I remember is Metal Gear Solid 3, which they intentionally developed for 30 fps as opposed to Metal Gear Solid 2 which was developed for 60. As I played it right after its predecessor the difference was very striking, but after a few minutes of play it's unnoticeable. Totally worth it for what was at the time a gorgeous game.

    Nobody who knows what they're on about is saying you can't tell the difference between 30 fps and 60 fps. It's just that the difference isn't particularly damaging, and when factored into the many things that have to be balanced and compromised when it comes to console gaming it's a fairly light sacrifice to make as opposed to things like resolution, anti-aliasing, overall detail, etc — all things which have been messed around with significantly this gen.

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