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Abner Kalen
Seituoda Taskforce Command Caldari State
100
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Posted - 2012.08.10 02:44:00 -
[1] - Quote
I really hope their ultimate goal for launch includes depth of field blur, damage to concrete blocks & other minimal cosmetic damage (that can be kept track of on the PS3 client, not on the server) dynamic per-pixel shadows, and also including Enlighten like they originally planned to do back in 2009.
If the game looks half as good as this 2 year old game, I think it will have a chance of competing with Battlefield 3, Modern Warfare 3 & Black Ops 2: Gears of War 3 multiplayer carnage
Granted, the more players on the battlefield the PS3 is sending & receiving that much more packets and needs to multitask accordingly, so not all cores are utilized for rendering graphics, however I believe the PS3 does have the graphics capibilities to support brilliant 1080p with all of the great Unreal Engine effects we've come to love (minus Unreal's dependency on long-distance environment maps).
August 21st can't come soon enough |
Abner Kalen
Seituoda Taskforce Command Caldari State
100
|
Posted - 2012.08.10 04:23:00 -
[2] - Quote
Kitt 514 wrote:something that everyone should keep in mind is the server load, and client loads.
destructible environments have trade-offs, and its not something that i think dust really needs at the moment.
perhaps when the PS4, and the UNREAL 4 engine are released, these things can be implemented.
Also, keep in mind that even at release, dust will not the the final product.
EVE is a completely different game than it was 9 years ago, and ccp has already comitted to the same update cycle.
Semi-destructable environments are a client-side "effect". Lamp-posts and other items that vehicles can "move" might be the only items that should be tracked by the server.
As you'll see in the Gears of War video that I posted above, you can see concrete getting hit and pieces crumbling and sliding down the sides. Same goes for bullet indents in metal, bullet decals, tank tracks, and other things that can be tracked in the game client (on the ps3 itself).
It would be nice if a few things were tracked server-side, like craters caused by grenades and missiles, and various other destruction effects, however I'd agree they aren't necessary. |
Abner Kalen
Seituoda Taskforce Command Caldari State
100
|
Posted - 2012.08.10 05:56:00 -
[3] - Quote
Iron Wolf Saber wrote:Aijul wrote:Dynamic per pixel shadows might be too much. We'll all be playing at 10FPS with everything else going on, the horror! I think if destructive environments are too resource intensive, certain structures which are part of the level geometry (not static props) can "fake" destructive modeling. For example, take a look at this video made in the Source Engine. (Which is actually weaker than Unreal Engine 3) http://www.youtube.com/watch?v=N7MYttLnHpAI've never worked in UDK, but with the Source SDK, map geometry such as walls or floors are composed of brushes. These brushes can also act as physics objects, and yet still compose the level geometry. As seen in the video, the wall is being "destroyed" when shot at as it is composed of hundreds of these pre-shaped physics brushes. So instead of real-time DMM, it can be faked. Lamp posts could have a trigger state in which when they are hit, instead of dynamically fall over, they play an animation in which they are scripted to fall over upon enough impact. Sure it might look cheap, but it frees up the load on the SPUs. Which is also why some of these destructables would self remove like broken tanks will. Blow a door up and the nanites dissolve it. ect ect
Sure, per-pixel shadows might be quite alot if pushed to a very long draw distance, but the PS3 has more power than most games utilize. The core architecture is actually quite amazing. I know that people often compare Crysis & Unreal Engine, and that they are different, so I'm not sure this is a very good video to post, however I'm pretty sure Unreal is just as powerful as Crysis - here's a demo of Crysis multiplayer, and it would be nice if Dust looked this nice:
Crysis PS3/Xbox multiplayer comparison
Oh, also do you notice the assault rifle you can see through the reticle on the rifle itself? No "helmet-cam zoom". I hope they bring this back, it's just way more realistic. Someone else said "Ditch the Halo zoom" and I'd agree with that. |
Abner Kalen
Seituoda Taskforce Command Caldari State
100
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Posted - 2012.08.10 07:36:00 -
[4] - Quote
Iron Wolf Saber wrote:Abner Kalen wrote:Iron Wolf Saber wrote:Aijul wrote:Dynamic per pixel shadows might be too much. We'll all be playing at 10FPS with everything else going on, the horror! I think if destructive environments are too resource intensive, certain structures which are part of the level geometry (not static props) can "fake" destructive modeling. For example, take a look at this video made in the Source Engine. (Which is actually weaker than Unreal Engine 3) http://www.youtube.com/watch?v=N7MYttLnHpAI've never worked in UDK, but with the Source SDK, map geometry such as walls or floors are composed of brushes. These brushes can also act as physics objects, and yet still compose the level geometry. As seen in the video, the wall is being "destroyed" when shot at as it is composed of hundreds of these pre-shaped physics brushes. So instead of real-time DMM, it can be faked. Lamp posts could have a trigger state in which when they are hit, instead of dynamically fall over, they play an animation in which they are scripted to fall over upon enough impact. Sure it might look cheap, but it frees up the load on the SPUs. Which is also why some of these destructables would self remove like broken tanks will. Blow a door up and the nanites dissolve it. ect ect Sure, per-pixel shadows might be quite alot if pushed to a very long draw distance, but the PS3 has more power than most games utilize. The core architecture is actually quite amazing. I know that people often compare Crysis & Unreal Engine, and that they are different, so I'm not sure this is a very good video to post, however I'm pretty sure Unreal is just as powerful as Crysis - here's a demo of Crysis multiplayer, and it would be nice if Dust looked this nice: Crysis PS3/Xbox multiplayer comparisonOh, also do you notice the assault rifle you can see through the reticle on the rifle itself? No "helmet-cam zoom". I hope they bring this back, it's just way more realistic. Someone else said "Ditch the Halo zoom" and I'd agree with that. Unfourtunately the gallente assault rifle uses a camera for a scope.
I really hope they don't get lazy and have one scope for every gun type - that some guns have one type of scope, and other guns have other types - or based on mods you can buy. How cool would that be, to modify your various main weapons?
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