Turjan
Arcane
- Joined
- Mar 31, 2008
- Messages
- 5,047
I thought, since Assassin's Creed Unity, we have known this makes the experience more cinematic?
What a joke. (that's a 3,5GHz i7)
I thought, since Assassin's Creed Unity, we have known this makes the experience more cinematic?
What a joke. (that's a 3,5GHz i7)
Noob, voxel. Ever heard of it?
What a joke. (that's a 3,5GHz i7)
also
http://steamcommunity.com/app/336610/discussions/0/626329820737898655/
and
http://steamcommunity.com/app/336610/discussions/0/626329820738756624/
I didn't try it yet, but according to screenshots the viewing distance was increased. But again, this is not Skyrim. I was just hoping they won't take away the fog entirely, since it adds something to the feeling of exploration.It seems they didn't increase the viewing distance, though. The one thing I was hoping for.
I don't think that's a difference in texture quality, the textures just have a low resolution (due to the limited graphics memory of the time. In the background, a pixel of a texture approximately maps to a screen pixel, but in the foreground one pixel maps to a lot of screen pixels (I'd imagine the black lines between the wooden boards are about 1 pixel wide in the texture), and thus have to be enlarged. We should be happy that bilinear filtering was standard by then, otherwise there would be huge jarring pixels. Bilinear filtering in a software rasterizer is also quite a performance hog.Hmm, tried it for a short moment. During the beginning cutscenes, I noticed disappearing surfaces like in the video that has been linked on the first page. Moving around, I didn't have that problem yet. Honestly, it's nice to have it in native high resolution, but the difference in texture(?) quality is quite jarring. Look how here the roof and snow surfaces in the foreground are very blurry, but the building walls and the rocks in the distance are very detailed.
None of those textures are HD, except maybe some of the character textures (not the faces). However, the roof textures are obviously lower resolution than many textures around them. You can see that if you compare the roof on the house in the back to the left with the wall of the house right next to it, which both have the same distance.I don't think that's a difference in texture quality, the textures just have a low resolution (due to the limited graphics memory of the time.
Heh, sometimes this takes a while to set in and you see the big pixels at the first moment you look into a certain direction. The edges of those rocks then look like big stairs. This doesn't bother me though.We should be happy that bilinear filtering was standard by then, otherwise there would be huge jarring pixels. Bilinear filtering in a software rasterizer is also quite a performance hog.
You can see that if you compare the roof on the house in the back to the left with the wall of the house right next to it, which both have the same distance.
Technically yes, by about 2 meters. The textures that I compared are pretty much the same distance though. You can see that the rock texture isn't high resolution, either, but it has much more detail than the roof texture, which you can see on the first image (last post) directly in the front left. And you are right, the wooden beams look again higher resolution than the rock wall.My depth perception might be getting fucked, but the way I see it, the house with the front stone wall (the better looking one) is further back than the one with the torch.
Well, maybe. However, the game wants you to climb to high spots.I guess roof textures are purposely lower resolution than the rest of the structure, since that's the less visible part of the houses, unless you climb high spots.
I never heared anyone denying the use of voxels, so I don't think I can believe you. You have any source?Actually, Outcast doesn't have voxels, that's just a buzzword they used back in the day for marketing reasons.
Outcast has a heightmap raycaster, which can be completely parallelized on modern GPUs. I understand that they weren't able to do so for the quick and dirty 1.1 release, though.
I never heared anyone denying the use of voxels, so I don't think I can believe you. You have any source?
LOL, are you believeing wikipedia?I never heared anyone denying the use of voxels, so I don't think I can believe you. You have any source?
https://en.wikipedia.org/wiki/Outcast_(video_game)#Development
Did anyone try the newer versions of this patch? GOG has the 1.1.0.18707 version, any improvements concerning performance/glitches?