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| The E3 2012 Topic; Because we need one and stuff. | |
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| Tweet Topic Started: May 18 2012, 02:09 AM (1,659 Views) | |
| -Kay G. Radley- | Jun 6 2012, 11:00 AM Post #61 |
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is really Sol Badguy
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Agree'd with Arem. Plus, do we really want photorealistic graphics? Do we want to be able to look in the eyes of a mook in an FPS and see the light of his life go out in his eyes as he realizes he'll never be able to go home ever again to celebrate Christmas with his children? Fuck that shit, keep that uncanny valley I say. |
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| -Arem- | Jun 6 2012, 11:08 AM Post #62 |
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Fabulous Homosexual
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Besides, the more realistic graphics get, the more us photosensitive people get spurned away from video gaming because we can't handle it. |
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| -Havoc the Tenrec- | Jun 6 2012, 11:30 AM Post #63 |
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Master
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Debby Downers...
Edited by Havoc the Tenrec, Jun 6 2012, 11:31 AM.
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| Psycho Werekitsune | Jun 6 2012, 12:05 PM Post #64 |
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Part man...part beast...full psycho!
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I dunno, I for one keep my games because I get the urge to go back and play them again. On the subject of photorealistic graphics, gotta say I have to agree with the others on this. We play videogames as an escape from reality and while I get that some games look better if they looked a tad more real, there's a fine line between that and making it look TOO realistic. Uncanny valley and all that, like Cagey said. If we really wanted everything to look like real life then we might as well go back to full motion video games. :P |
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| -Blacklightning- | Jun 6 2012, 03:53 PM Post #65 |
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BL;DR
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It must seem pretty ironic that a good many people would consider photorealism to be perhaps the most bland, generic artstyle you could ever go for in a videogame. I mean sure, a game like say, Arma III, that looks astoundingly gorgeous... not necessarily because it imitates realism, but because it has a stunning lighting engine and an absolutely ridiculous draw distance. Advancements in graphical technology and software shouldn't be used to defy escapism - it should be used to optimize what we're already experiencing, or to build on top of it. Consistent, unflinching 60fps framerates, ludicrously high object counts, interactive environments, that kind of thing. Honestly, I just find it extremely depressing that most of the videogaming industry has gone on for at least five years (probably longer) with almost nothing to show for it besides an increased polygon count. If there's any reason the industry stagnates, it's because developers are too caught up in dick-jousting over LOL GRAFIX to consider how engine and hardware changes could provide gameplay benefits rather than vaugely aesthetic ones. Edited by Blacklightning, Jun 6 2012, 03:58 PM.
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| -Jacquerel- | Jun 7 2012, 12:59 AM Post #66 |
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Master
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Also "real time" is deceptive. They can say that without lying and not have it be anything near what would run at an acceptable FPS in an actual game. All they need for that demo is a bunch of objects to follow a script. No processing power is taken up by any other calculations. Nothing that is drawn on screen needs to continue existing or be stored in memory. |
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| -Havoc the Tenrec- | Jun 7 2012, 01:18 AM Post #67 |
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Master
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Well exactly. Besides graphics, this could still be a magnificent new engine for gameplay too. Graphics do add to the experience, being mind blown by stunning scenery is just so pleasing. And if it can run that many more polygons, think of what that could mean for sandbox games. |
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| -Blacklightning- | Jun 7 2012, 03:55 AM Post #68 |
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BL;DR
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Considering this is Final Fantasy we're talking, I find that pretty difficult to believe. That brand of RPG is pretty much the streched limit of interactivity that a game can really get away with - there's literally nothing graphically that can enhance that beyond making the spaces between turns look a little prettier. You mean besides slightly more intricate character models? There's a lot more to having a fuckton of objects rendered than simply increasing the poly count - especially when you take into account a game like Minecraft, a very low poly game by comparison, can still lag even high-end computers just on account of all the shit in the game it has to keep track of at any given time. What you're talking about is really more of an issue with efficiency in programming than sheer amount of detail. This is of course assuming it can even run a sandbox environment - MC saved me the trouble of pointing out the demo is running in a very closed environment with nothing to interfere with rendering, just like pretty much every fucking engine techdemo ever made. And now to lighten up the mood, here are some more E3 gifs. ![]() ![]() ![]() ![]() |
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| -Jacquerel- | Jun 7 2012, 05:18 AM Post #69 |
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Master
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Did anyone watch that 3DS hour for me, I forgot it was on and missed it. |
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| -Arem- | Jun 7 2012, 07:24 AM Post #70 |
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Fabulous Homosexual
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I was working, so I missed it too. |
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| -Blacklightning- | Jun 7 2012, 08:12 AM Post #71 |
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BL;DR
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I'll quickly skim over someone else's E3 thread and get the gist of it. - Castlevania 3DS. Probably that one with the mirrors gimmick. - Luigi's Mansion: Dark Moon. - Epic Mickey 2 for 3DS. Has a Scrooge Mcduck appearance. - Paper Mario - Kingdom Hearts - Mario again. Is that, like, three damn Mario games they've announced at this E3? Basically they wasted their 3DS hour talking about shit we already knew about. Shame, really.
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| -Havoc the Tenrec- | Jun 7 2012, 09:04 AM Post #72 |
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Master
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The end showed much more than just that narrow area of events. If the rest of that wasn't a pre-rendered background, that would be insane. |
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| -Kay G. Radley- | Jun 7 2012, 09:26 AM Post #73 |
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is really Sol Badguy
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Beyond the antics of the Big Three, there was plenty of goodness to find: more info on Persona 4 Arena, Joe Musashi in Sonic Kart 2, Sarah Bryant in DoA5, Pikmin 3, the Doggfather in Tekken Tag 2... Gems abound, it's just a matter of sifting through the bullshit. |
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| -Blacklightning- | Jun 7 2012, 10:45 AM Post #74 |
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BL;DR
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That's not what I mean by a closed environment. Let me put it this way. This is what a typical game has to process for every tick: - Check every object in memory to see which ones are animated, adjust individual vert positions either by tweening to the next frame, or using physics data (eg: cloth physics, ragdolling, Havok etc) and re-align textured polygons based on the new vert positions. - Check every object in memory to see if it has any programming to process, either already in progress or conditional to the environment and other objects around them. This can mean any combination of switching to a new animation, streaming sound effects, updating variables specific to the object, the player or the HUD, spawning new objects and fuck knows what else. - Check variables related to the player and HUD, and update both if they've been affected by another object's code since the last tick. - Check the location of objects relative to the player and decide whether they can be un-rendered or given less priority to save memory (THIS RIGHT HERE is an example of what I mean by "efficient programming": because there's absolutely no point in rendering an object that's obscured, invisible or offscreen anyway) Just to name a few. Now bearing that in mind, this is what a techdemo has to process every tick: - Advance a bunch of scripted animations by one frame, adjust the camera position, and stream the next fragment of a pre-rendered audio backing. Huh. That's not very much is it? Needless to say, it's not very difficult to come to the conclusion that the only reason it looks even this good is because it has absolutely nothing acting as a burden on the rig's resources besides scripted animations and lighting effects. The only way an actual game would look this good under the engine is if it were almost entirely an FMV fest to begin with. Though again, considering this is Squeenix we're talking about, it would hardly surprise me if they actually did exactly that. |
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| Psycho Werekitsune | Jun 7 2012, 05:38 PM Post #75 |
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Part man...part beast...full psycho!
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