Ryse's Marius now been downgraded from..

#31SolisPosted 9/28/2013 12:07:16 AM
Orange_Apples posted...
how many triangles went into ps360 character models?

Here's a pretty good reference:

http://beyond3d.com/showthread.php?t=43975

In short, typically between 10,000 and 30,000 for the main character, with some being higher or lower. Marcus from Gears of War 3 was just under 32,000, up from about 15,000 in Gears of War 1.
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#32embrandedonePosted 9/28/2013 1:04:58 AM
http://n4g.com/news/1363024/ryse-downgrade-officially-confirmed-by-crytek-ceo

I highkly recommend the comment section.
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#33IminyourclosetPosted 9/28/2013 1:55:02 AM
I'd like to hear what chrish909 has to say about this
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#34SparkItUpPosted 9/28/2013 6:55:17 AM
_Elite_Bushido_ posted...
im all for X1 and everything but this is a bargain bin game


It always has been....This is why it's a launch game...Launch will artificially increase its sales...In the interest of fairness, this can be said about a few PS4 games as well.
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#35Orange_ApplesPosted 9/28/2013 2:52:43 PM
Solis posted...
Orange_Apples posted...
how many triangles went into ps360 character models?

Here's a pretty good reference:

http://beyond3d.com/showthread.php?t=43975

In short, typically between 10,000 and 30,000 for the main character, with some being higher or lower. Marcus from Gears of War 3 was just under 32,000, up from about 15,000 in Gears of War 1.


So downgraded Marius still about 2.66 times as many triangles as current gen characters?
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#36TheBorderColliePosted 9/28/2013 4:11:08 PM
scoobydoobydont posted...
I can count the number of people on one hand who can actually tell the difference. And four of them are lying.


^^ This.

When are fanboys going to learn that most of the gaming public SIMPLY DOES NOT CARE about this kind of stuff.

If the game fails, this won't be a reason.
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#37kyncaniPosted 9/29/2013 7:02:53 AM
TheBorderCollie posted...
scoobydoobydont posted...
I can count the number of people on one hand who can actually tell the difference. And four of them are lying.


^^ This.

When are fanboys going to learn that most of the gaming public SIMPLY DOES NOT CARE about this kind of stuff.

If the game fails, this won't be a reason.


^^ That.

I do not see why Microsoft tried to overclock their console since everyone knows it cannot keep up with any PC or PS4 anyway. 900p should be enough.

The gaming public simply cares about one thing : price. Microsoft should drop the Kinect sooner rather than later. It was a failure anyway.
#38N3xtG3nGam3rPosted 9/30/2013 2:43:04 PM
Triangles, and poly count don't matter. The level of polys displayed on current gen, are almost high enough as is, and upping poly count only uses more resources when it's not necessary.

You can achieve the same level of character geometry with even less than 85k, than with 150. As long as the polygons are focused in the areas of detail, like fingers, face, etc. that drop won't be noticeable.

There are so many technical effects that can be applied to make low poly models look FAR more detailed than what they are.

Tessellation for example doesn't render more polys, it uses a distortion method in correlation to the texturing to make textured areas appear to have more detailed geometry than they really do.

I mean, really. Project Gotham racing 4s car models were anywhere from 90k-100k.

There reaches a certain point where adding triangles becomes obsolete. This coming generation will NOT be about poly count. It will be about texturing, lighting, physics, and heavy post processing effects like motion blur, depth of field, SSAO, and MSAA. These things need to be achieved first, and then 1080p, 60fps.
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#39SolisPosted 9/30/2013 8:55:02 PM(edited)
N3xtG3nGam3r posted...
Tessellation for example doesn't render more polys, it uses a distortion method in correlation to the texturing to make textured areas appear to have more detailed geometry than they really do.

Err, actually you have that backwards: Tessellation DOES render more polygons. That's the entire point of it. It takes a model with a set number of polygons, and then subdivides it so that it has more polygons than the original model had. Tessellation is pretty much a prime example of what increasing polygon counts on models does.

http://www.guru3d.com/miraserver/images/2007/hd2900xt/tesselation.jpg

Edit: Maybe you were thinking about displacement mapping?

http://www.hardwareheaven.com/reviews/X800XTdhreview/ATIHTMLPAGES/mapping.jpg
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#40N3xtG3nGam3rPosted 10/1/2013 1:20:23 AM
Solis posted...
N3xtG3nGam3r posted...
Tessellation for example doesn't render more polys, it uses a distortion method in correlation to the texturing to make textured areas appear to have more detailed geometry than they really do.

Err, actually you have that backwards: Tessellation DOES render more polygons. That's the entire point of it. It takes a model with a set number of polygons, and then subdivides it so that it has more polygons than the original model had. Tessellation is pretty much a prime example of what increasing polygon counts on models does.

http://www.guru3d.com/miraserver/images/2007/hd2900xt/tesselation.jpg

Edit: Maybe you were thinking about displacement mapping?

http://www.hardwareheaven.com/reviews/X800XTdhreview/ATIHTMLPAGES/mapping.jpg


Yeah, very stupid of me. I was getting ahead of myself when I was typing that up, I meant to list tessellation, and how displacement mapping does nearly the same thing, by using simple eye illusions, and no extra polygons to do so.

Thanks for not being harsh about it. If it were anyone else, I'd be in a full blown argument right now.
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