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Mobius Wyvern
Guardian Solutions DARKSTAR ARMY
3033
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Posted - 2013.08.11 17:43:00 -
[1] - Quote
Leovarian L Lavitz wrote:Dust used to look absolutely outstanding, what happened to it and why? WHY does everyone think the 2009 demo was some kind of paradigm of visuals?
It looked flat and generic. The guns and vehicles all looked like knock-offs of stuff you could buy off the shelf today, and it suffered from "brown world" more than even Battlefield 3.
Leovarian L Lavitz wrote:First Prophet wrote:Carbon was meant for high end PCs. It melted PS3s. So they switched to Unreal.
Edit: Also learn to use the search function. :\ Why did they throw out all of their assets then? It's like they started from scratch after five years of work. You can't "keep assets" between engines.
You MIGHT be able to carry over your audio files, but every last visual and mechanical asset has to be built again in the new engine.
Trust me, I have some experience with this. |
Mobius Wyvern
Guardian Solutions DARKSTAR ARMY
3036
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Posted - 2013.08.11 17:55:00 -
[2] - Quote
Viktor Zokas wrote:Mobius Wyvern wrote:Leovarian L Lavitz wrote:Dust used to look absolutely outstanding, what happened to it and why? WHY does everyone think the 2009 demo was some kind of paradigm of visuals? It looked flat and generic. The guns and vehicles all looked like knock-offs of stuff you could buy off the shelf today, and it suffered from "brown world" more than even Battlefield 3. Leovarian L Lavitz wrote:First Prophet wrote:Carbon was meant for high end PCs. It melted PS3s. So they switched to Unreal.
Edit: Also learn to use the search function. :\ Why did they throw out all of their assets then? It's like they started from scratch after five years of work. You can't "keep assets" between engines. You MIGHT be able to carry over your audio files, but every last visual and mechanical asset has to be built again in the new engine. Trust me, I have some experience with this. You must be a wizard, go on. Back when I was part of the team working on MechWarrior Living Legends, people in our community used to ask why we didn't just take everything we had in CryEngine 2 and just drop it into CryEngine 3.
The fact of the matter is that even migrating to a newer version of the same engine, we would have had to throw everything out and start over. Every asset and every gameplay mechanic would have to be rebuilt in the new version.
Now imagine going from your own in-house engine to a completely unrelated one produced by another company. |
Mobius Wyvern
Guardian Solutions DARKSTAR ARMY
3038
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Posted - 2013.08.11 18:07:00 -
[3] - Quote
Yes, CCP Veritas is pretty amazing, even without his awesome beard.
However, what we're talking about is just outside the realm of possibility. You can't migrate assets across engines. |
Mobius Wyvern
Guardian Solutions DARKSTAR ARMY
3044
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Posted - 2013.08.11 20:31:00 -
[4] - Quote
Shouper of BHD wrote:tribal wyvern wrote:Leovarian L Lavitz wrote:First Prophet wrote:Carbon was meant for high end PCs. It melted PS3s. So they switched to Unreal.
Edit: Also learn to use the search function. :\ Why did they throw out all of their assets then? It's like they started from scratch after five years of work. How do we know they threw everything out? For all we know they could have kept the progress made with carbon and release it on ps4 2 years from now. well I wouldn`t say it would be genius to delete it (btw I`m not mocking your comment or sarcastically jibing you) so here`s hoping CCP kept it just in case. Now THAT would seem perfectly within the realm of possibility.
As well, given they've teased the idea of shared social spaces, I don't think a difference of engines would be an issue here. For one example, after the Trinity 2.0 upgrade, they kept the 1.0 client available for people to download who couldn't match the new specs, and both clients ran alongside each other for the next 2 years, both have all the same functionality with the only difference being what they rendered.
Given that the tech demos for Unreal 3 around the time of Gears of War 2 showcased groups of hundreds of character assets all moving through a tightly packed environment without framerate drop, I think just rending simple characters walking around, even in fairly large numbers, wouldn't be too stressful.
From what we've seen of the PS4, it could easily handle Trinity 2.0, which is the actual rendering engine of CARBON, which is their Core Technology Framework that encompasses that, their physics engine Destiny, and several other systems.
The eventual idea they stated was to have one platform that EVE, Dust, and World of Darkness all operate on. |
Mobius Wyvern
Guardian Solutions DARKSTAR ARMY
3052
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Posted - 2013.08.11 21:19:00 -
[5] - Quote
Orca Amsel wrote:Leovarian L Lavitz wrote:This begs a new question then: Where is all of the goodies that were presented back in 09? It's been nearly half a decade. o.o Over half, There is a interview with Himlar where he said they have been working on Dust for 3 years and that interview was from 2009. If you look at the concept art in that giant thread IWS put up, you'll see it's all dated for 2006. |
Mobius Wyvern
Guardian Solutions DARKSTAR ARMY
3052
|
Posted - 2013.08.11 21:35:00 -
[6] - Quote
Henchmen21 wrote:Vulcanus Lightbringer wrote:Scheneighnay McBob wrote:That being said, why not just consider all of PS3 the beta, and a short beta on PS4? That's exactly what's going on. Dust on PS3 is a beta for Dust on PS4. Thats how I view it. Heres hoping thats the case. Hell no.
The game was designed as a PS3 game, and it will remain a PS3 game. What they've said is that they want it to outlive the PS3, which would mean producing a client for the PS4, which would likely work side-by-side with the PS3 client similar to one EVE Online had a Classic and Premium client after their first major graphical update.
I mean, what about the people who bought PS3s to play this game? I already had access to one, but you're going to tell the people that did that that this was just a Beta for the PS4, and now it's time for all of you to pay $400 and upgrade?
Think about how well that one would come across. |
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