Re: Call of Duty : Ghosts announced
Infinity Ward reborn | Game development | Features by Develop
yay!
So basically they're saying they do now what every developer has been doing for at least the past 4-5 years. I remember reading a John Carmack interview in which he said his artists used to cry that they had to scale down their polygons and textures because of systemic budget constraints.
At least IW admitted that they used to make their stuff after deciding on the budget
And their explanation on sub-divisional surface technology seems to indicate that they
do it in real-time? So the actual assets themselves take less space on the HDDs and the runtime instances take more resources? Wouldn't it just be cheaper to make higher-poly models instead of having them subdivide surfaces in realtime to achieve the desired effect? Instead of making your game do something that Blender, 3Ds Max etc already do with superior results, why not make your game run the final version of the asset prerendered? It isn't like the guns and whatnot
shapeshift within the game.
Which brings a contradiction- if their artists are really CG buffs and "kings" as they call them, the versions of their models being submitted in the game's compile are actually inferior to what they like to produce.
Infinity Ward may have been a difficult developer for its publisher to deal with, but its track record was flawless. And it demanded the highest of standards from everyone who worked at or for the studio.
I cannot believe they actually wrote that. This is the joke of the year
And how does 60fps make the barrier thinner? Lower latency, no annoying pop-ups, yes, but how the framerate?
If you press button T, and action happens after a delay, that is latency, not framerate?