When SIREN:New Translation came out, the graphics (which i loved) used a lot of that dark to hide all sorts of hideous textures and shit.The environments probably aren't finished, but scenes like what we're seeing in these screens, where the global lighting level is very dim if not pitch black, are best at exposing the weaknesses of engines and games built on current generation systems. When you've got a day setting you can brightly light everything and hide a lot of the lighting/shadow rendering limitations, as you expect everything to be fairly uniformly lit with strong shadows cast from the sun.
Dusk and the dark? Not so much. Like the way light works in the real life, when it's dark the slightest little sparks of illumination from any source can dramatically change the colouring and vibrancy of the environment. You can't get away with uniform lighting because everything will be subtly effected by every single light source, relative to where that source is position. When you're dealing with limited rendering technology, those weaknesses are more obvious, are the environment does not illuminate 'naturally', unable to really take advantage of what would otherwise be many, many unique light sources illuminating every little piece of the scenery in a different way.
The lighter the overall environment, the less obvious lighting sensitivity is. In the dark, everything is sensitive to a light source, and that generally requires more complex (or tricky) effects.
Its limitations are pretty clearregarding listen mode, gamespot said that Joel's sitting still to activate listen mode. I want to know if you can move around during listen mode or it force you to stay still.
http://www.psu.com/a018183/Hands-on...he-past-present-and-future-of-survival-horrorTwo Infected, unaware of my presence, wait on the floor below me. Tess and I stare through gaps in a ruined wall and survey the situation. I'm too nervous to plan any approach, so when Tess urges me to drop down and secure our way forward, I'm astonished to see my fingers (and Joel's legs) obeying. With no staircase to speak of, a long drop secures my fate there's no turning back, and I crouch to begin closing the distance. Holding R2 allows Joel to focus his hearing and attention for signs of Infected; I make use of this feature, and faint outlines of two Infected appear through the wall that divides us. One has its back to me; the other will be too far, I hope, to notice us. I creep out from behind the half-wall and I'm terrified to see a third, yet-unnoticed Infected.
The environments probably aren't finished, but scenes like what we're seeing in these screens, where the global lighting level is very dim if not pitch black, are best at exposing the weaknesses of engines and games built on current generation systems. When you've got a day setting you can brightly light everything and hide a lot of the lighting/shadow rendering limitations, as you expect everything to be fairly uniformly lit with strong shadows cast from the sun.
Dusk and the dark? Not so much. Like the way light works in the real life, when it's dark the slightest little sparks of illumination from any source can dramatically change the colouring and vibrancy of the environment. You can't get away with uniform lighting because everything will be subtly effected by every single light source, relative to where that source is position. When you're dealing with limited rendering technology, those weaknesses are more obvious, are the environment does not illuminate 'naturally', unable to really take advantage of what would otherwise be many, many unique light sources illuminating every little piece of the scenery in a different way.
The lighter the overall environment, the less obvious lighting sensitivity is. In the dark, everything is sensitive to a light source, and that generally requires more complex (or tricky) effects.
Like Callibretto said, it's not a straight wall hack, Splinter Cell Conviction style.why does Ethan have superhero see through walls powers?
When SIREN:New Translation came out, the graphics (which i loved) used a lot of that dark to hide all sorts of hideous textures and shit.
Infact, when the game was set in well lit environments, it showed far more of its graphical shortcomings.
So i don't know if you can say that's a constant for every game.
It's usually the opposite IMO - bright environments expose aliasing, poor shadow resolution and filtering, low AF, poor thick AO much better than dark enviornments. The shots in the OP seem to have the problem of background elements being low quality (simple flat building, 2d trees) and their SSAO/secondary shadow system being turned off.
why does Ethan have superhero see through walls powers?
Alan Wake looked the best in night scenes too, altough it was not complete pitch black. The daylight stuff always showed the low resolution very well.
Alan Wake looked the best in night scenes too, altough it was not complete pitch black. The daylight stuff always showed the low resolution very well.
It's not, and you're right. I think it's more of the in between that causes problems.
In a very bright area with a decent lighting and shadows engine everything looks hot, as everything gives the impression of being uniformly lit with strong shadows cast from the sun. Plus you can toy with bloom and specular to give edges and materials a subtle glow in the light from different angles. Siren looks like shit in the light probably because its uniform lighting system is crap. Everything is grossly flat.
In pitch black you have the advantage of using only one or two light sources: torches. You can hide limitations as everything else is super dark, and focus on that cool effect of spotlighting the environment.
In the middle, when you're dealing with a duller though not pitch black lighting system, I figure there's some problems. Like this:
It's not pitch black. It's not day. It's a weird inbetween which should be very sensitive to numerous light sources, but probably can't be. Either that or it's very unfinished.
I mean, thinking back to the Uncharted series, almost all the weakest graphical parts of the game were the dully lit environments. Anything that was pitch black with a torch, or lit with a strong light from the sun, looked gorgeous.
They should probably tone it down a tad.
You know, even I'm not sure now :lol. Because you're right, sometimes that is a problem. But other times it's the other way around. I guess I just can't think of many games that looked crazy pretty when in a dull lit environment, not on consoles anywho.
Don't use it?
Yeah this sounds more and more like Re4.Big News about item upgrades/equipment upgrades and skill progressions.
"Upgrades will also be a big part of the game, with items you find along the way factoring into a system that allows you to better the items you make and the items youre already carrying, and expand on things like inventory size. Those options were not included in the demo, but Minkoff said that there would be a number of additional systems for thinks like item upgrades, equipment upgrades, and skill progression.
So lets say you find an improvised munitions training manual in a military depot. It might teach you how to improve the efficiency of your molotovs so off of the same ingredients, you might get double the radius, or something like that, Minkoff said. And you can also upgrade your equipment. As you scavenge around the environment, you can find pieces that you can use to build extra holsters onto your backpack, or to expand your inventory, to upgrade your guns like maybe when you get a rifle you want to add a scope to it so you find the pieces to a scope, and now you put that on. And additionally, youll be able to upgrade Joels skills its a cross-country journey. He and Ellie are going across the whole continent, so over the course of that journey, he becomes more skilled himself, so youll be able to upgrade his skills as well."
http://www.gamefront.com/looting-crafting-and-stealth-kills-hands-on-with-the-last-of-us/2/
at least different colors would have been nice, ah yeah right the game is still in alpha .....I just noticed there are 3 identical cars in the background :S that memory limits.
I just noticed there are 3 identical cars in the background :S that memory limits.
This game also has detective/instinct vision? That's what the Focused Mode (holding down R2) sounds like.
http://www.gametrailers.com/videos/zjsym4/the-last-of-us-enter-the-apocalypse (2:04)
it just make you think why the other games that have that mode didn't balance it a bit more like this one.
This game also has detective/instinct vision? That's what the Focused Mode (holding down R2) sounds like.
http://www.gametrailers.com/videos/zjsym4/the-last-of-us-enter-the-apocalypse (2:04)
it just make you think why the other games that have that mode didn't balance it a bit more like this one.
This one though, sounds a bit like Daredevil. Shouldn't you be able to hear where they are with just surround sound anyway like in most games rather than a wallhack?
It doesn't sound overpowered and integral to use at least, which means it's likely that I can pretend it doesn't exist and never use it.
This one though, sounds a bit like Daredevil. Shouldn't you be able to hear where they are with just surround sound anyway like in most games rather than a wallhack?
The thing that kinda disappointed me a bit was the AI. Didn't seem much more advanced then the UC AI in this particular scene. But I guess you can't have everything.
I just noticed there are 3 identical cars in the background :S that memory limits.
Graphics look a bit rough, but that's probably because of the alpha. It definitely looks like PS3 though. Great, but not impossible.
The thing that kinda disappointed me a bit was the AI. Didn't seem much more advanced then the UC AI in this particular scene. But I guess you can't have everything.
Yeah this sounds more and more like Re4.
i doubt that's alpha... i mean it's coming out in less than 4 months
I don't recall RE4 requiring scavenging to get upgrades.
Yeah that is what I meant.I think he meant upgrading in general and the limited inventory space.