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Thread: First Burnout Revenge 360 screens.

  1. Quote Originally Posted by Cheebs
    Yeah, I've played those hi-def kiosks in the mall. I'm not saying the games don't look great...they do. But regular Xbox games also look great. Sorry, but aside from the HD resolution it really does look like regular Xbox to me, PGR3 included.
    You honestly believe that the Xbox can pull of the level of detail that PGR3 does? The car models in PGR3 are at least 10,000 polygons, while the ones in PGR2 were only 4,000 at most, I believe. With 10 cars going at once, plus 3D bystanders, fully realistic cities and skylines, along with the amazing texture work going on all at once. You really believe the Xbox can do that? Show me an Xbox game that comes close to that level of detail. If it were possible, it would have been done and people would not be so amazed by PGR3.

  2. I think all he's saying is that the 360 hasn't quite offered the visuals he expected, in which case, you're just needlessly breaking his balls.
    matthewgood fan
    lupin III fan

  3. Quote Originally Posted by Interpol
    You honestly believe that the Xbox can pull of the level of detail that PGR3 does? The car models in PGR3 are at least 10,000 polygons, while the ones in PGR2 were only 4,000 at most, I believe. With 10 cars going at once, plus 3D bystanders, fully realistic cities and skylines, along with the amazing texture work going on all at once. You really believe the Xbox can do that? Show me an Xbox game that comes close to that level of detail. If it were possible, it would have been done and people would not be so amazed by PGR3.
    Bizarre has said that the interior and exterior car models are made with 40,000 polys each.

    Odds are the TV he saw it on wasn't set up right.

  4. Quote Originally Posted by Cheebs
    What exactly is bloom lighting? I've never heard of it and I didn't notice any "fad" type lighting in those shots.
    like half life the lost coast. usually associated with HDR lighting. not the best example here but notice how her chest looks like its emmiting light rather than reflecting it? still shots normally make it look like crap.

    heres some more cheebs.




    Blooming:

    Used by designers to create a "blurred effect" on the bright edges in a scene, emulating a camera's overexposure.
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  5. Quote Originally Posted by Dragonmaster Dyne
    like half life the lost coast. usually associated with HDR lighting. not the best example here but notice how her chest looks like its emmiting light rather than reflecting it? still shots normally make it look like crap.
    Gottcha. Kinda' like the Photoshop "diffuse glow" filter...

  6. i added some more. better examples. it works well when you look into the sun or lightsource and it actually blinds you like in real life but i have a feeling it will become overused and put in simply for the sake of putting it in.

  7. In layman's terms, it is the bleeding of light over an edge to make the light appear greater.

    HDR is a bit different, but bloom effects are often used during HDR effects.

  8. Quote Originally Posted by Interpol
    You honestly believe that the Xbox can pull of the level of detail that PGR3 does? The car models in PGR3 are at least 10,000 polygons, while the ones in PGR2 were only 4,000 at most, I believe. With 10 cars going at once, plus 3D bystanders, fully realistic cities and skylines, along with the amazing texture work going on all at once. You really believe the Xbox can do that? Show me an Xbox game that comes close to that level of detail. If it were possible, it would have been done and people would not be so amazed by PGR3.
    I'm not saying that the 360 isn't much more powerful. I'm just saying that those extra 8,000-30,000 or whatever polygons on the cars don't add too much of a visual change over what the original xbox was doing. It's like the law of diminishing returns... 4000 polys seemed like plenty to render an amazing looking car.

    Looking at games like Rallisport 2 or Gamecube Resident Evil 4...they seem like they are in the same visual neighborhood with attention to detail. With system power these days it's all going to come down to how much time/money the developer has to actually make all of those details, and you see devs hit that wall all the time even on Cube/Xbox gen games.

    Quote Originally Posted by Dragonmaster Dyne
    i added some more. better examples. it works well when you look into the sun or lightsource and it actually blinds you like in real life but i have a feeling it will become overused and put in simply for the sake of putting it in.
    Good examples. I can see this effect being useful...at least a lot more useful than lens flares.

  9. Yeah. But more polygons isn't hard to do, especially the better one becomes acquainted with various tools. And AA and resolution is kind of free.

  10. i merely want them to keep the end of last gens graphics (re4/gt4) and go balls out on ai, animation and physics. then i'd be happy.

    as it stands we still have sports games where they sweat......the fucking models SWEAT....yet you can see obvious gaps when transitioning between one animation to the next. yeah it looks nice but as soon as you see shit in motion it all goes to hell.

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