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A Year Closer To Heaven
Hey bro, I give up! You are simply refusing to understand a damn word that i am posting here. Sorry! I am fed up. Thanks for all the time you devoted!
quoteHey bro, I give up! You are simply refusing to understand a damn word that i am posting here. Sorry! I am fed up
DKant said:But methinx DIII scales better and looks much better @ low res and low settings, provided u meet the min requirements. HL2 on the other hand needs relatively high-end h/w to show its true colours, but needs a lower end sys to begin with.
gxsaurav said:U R talking much like a formar member Anidex, who bashed NVIDIA & Doom3
Doom3 didn't had any outdoor sceans, reason, U were in a mars base not a hill station, U go out, U die, remember those outdoor sceans which comes when U cross from one lab to other via that pressure lift, that is the most smooth I have ever seen
I have played HL2, the outdoor sceans are really good, but the thing is that since there are no outdoor sceans in D3 U can't say it sux in that, mod maker have clearly stated that HL2 also sux when it comes to indoor sceans, the Zombies in Doom3 were looking like real zombies, slimey bloody but in HL2 the zombies where really bad, no round textures in HL2, & also optimized for ATI,hey Far Cry supports DX 9c compleately still it favours FX more then Radeon 9800 when it comes to quality? Y
The beauty of outdoor sceans of D3 engine can be seen in Doom3 RoE soon in april, alongwith great physics system
tarey_g said:Remember,
when u r writing about something that you dont know , u r misguiding people . Read this ........
tarey_g said:This in fact is completely untrue, because the engine is quite capable of rendering big, detailed outside worlds. You will see the outside capabilities of the engine in Quake 4 and it will dramatically change people's perception on what the Doom 3 Engine can do. The Doom 3 engine is more suitable for inside environments though, because of its BSP (Binary Space Partitioning) system for optimizing the graphics engine. The Doom 3 Engine also supports larger textures, which in the future will allow the textures to look even better. The Source Engine is pretty much the opposite. It is more suited for outdoor environments and its inside environments don't look nearly as lifelike or detailed as Doom 3's
enoonmai said:but no one has seen what the engine can do when it comes to rendering large outdoor environments. And judging by pretty much every single mod developer out there who says that Doom 3 sucks big time when it comes to rendering outdoor scenes.
Wysicon said:Coming to Quake 4, say that the game puts 1 million polygons on the screen each frame. With hardware extruded shadow volumes, the polygon count gets bumped up by about 6 times. So, the effective polygon count becomes about 6 million!!! This added to the massive amount of fillrate burnt testing all those extruded shadow polygons will quickly bring down frame-rates from fps to spf!
It is WE who have evolved to take advantage of the Earth's environment, its not the Earth that has changed for us.
gxsaurav said:Ever heard of the back buffer in Doom3, it clears the back side of U theoretically, means when U face away from a side everything behind U or everything which is not in front of U, visible is cleared from the memory, if U say optimizing memory management is bad, then I don’t know what should I say U
enoonmai said:id Software knew that leaving the monsters lying around dead and tracking the objects in the gamespace was pretty demanding on memory,
gxsaurav said:We were playing a game, not researching for life on Mars, grow up man
enoonmai said:Totally irrelevant now, but it sets the stage for the next explanations, kind of.
gxsaurav said:there is no game or mod out there showing that D3 is bad or good in outdoor scenes rite now, soon there will be a lot of mods & expansion packs showing the beauty
enoonmai said:All current mod developers, including the ones for Hexen, Icefields, the UAC Warface MP mod, etc. have said that the "current" avatar of the Doom 3 engine sucks when it comes to rendering realistic outdoor environments.....
no one has seen what the engine can do when it comes to rendering large outdoor environments.
gxsaurav said:What’s the problem in tricking the user to show him just what he needs to see, what’s the use of showing him the compilation of code, if he just can play the game
enoonmai said:I don't know of a single game that doesnt tweak the hardware to its advantage, (and technically they'd be fools not to)
gxsaurav said:U should know that S3TC is a open standard, although 3Dc is also , but it’s new & only ATI cards use it, using normal maps instead of high geometrical bump maps is good & if U can emulate something that much perfectly providing same quality with more performance then what is the problem.
gxsaurav said:Again how do U know that the textures were extremely low resolution,
Q: It appears the models are low in poly count. Knowing what I know, it would appear that the reason for this, specifically with regards to your engine, is because of the shadow volume based lighting. With higher poly counts, your engine's speed would suffer. Am I correct? And how would ATI's TruForm look?
A: The game characters are between 2000 and 6000 polygons. Some of the heads do look a little angular in tight zooms, so we may use some custom models for cinematic scenes.
Curving up the models with more polygons has a basically linear effect on performance, but making very jagged models with lots of little polygonal points would create far more silhouette edges, which could cause a disproportionate slowdown during rendering when they get close.
gxsaurav said:U said that D3 engine can make good outdoor sceans, & we need a 6xxx series card to play it nice, hmm
gxsaurav said:This is something U cannot change, at that point Valve will be releasing something again with a deal with ATI, business my man, u can’t change it
gxsaurav said:Let me tell U the business prospective, Valve knows clearly that HL2 is not the money maker for them, Counter Strike & Source Engine is,
gxsaurav said:When looking at the Far cry engine, hmm, let me point out it’s error, visually it is quite good as well as audio wise, but as a software engine it is really bad, dam long loading times, even with 512 MB RAM,
gxsaurav said:even HL1 was based on Quake 1 engine
...
even Splinter Cell Part 1 was based on Unreal engine 1.0 while unreal engine 2.0 was out