[QUOTE="Filthybastrd"]So, you'd be happy if games still looked like Star Fox on the SNES... It's not all about textures.Textures textures textures blablabla.
MortalDecay
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[QUOTE="LOLDFRTGERGDMIK"]
eye's tell the truth, the teeth on killzone2 models look like 2d paper cut out sprites lolMr_Apple_Soup
THE TEETH?
THE....TEETH?
well guys, there you have it, GeoW2 has better teeth then KZ2, not better textures, better lighting, better graphics...better teeth
this thread is getting a bit...stupid now...the general agreement is that KZ2 has better graphics...cant we just move on, or do we really need a 300+ post thread on this EVERY OTHER DAY?...
...the teeth :x
nah, dynamic lighting has already been done in the past, but craploads of normal maps,bump,parallax is what makes a next gen game. anyone who knows anything about graphics knows gears of war uses more, it's overall more next gen. while killzone2 has dynamic lights lol already done fear original, doom3?, doesnt have as much bump,parallax ,normal maps.[QUOTE="Mr_Apple_Soup"][QUOTE="LOLDFRTGERGDMIK"]
eye's tell the truth, the teeth on killzone2 models look like 2d paper cut out sprites lolgodofwarrocksux
THE TEETH?
THE....TEETH?
well guys, there you have it, GeoW2 has better teeth then KZ2, not better textures, better lighting, better graphics...better teeth
this thread is getting a bit...stupid now...the general agreement is that KZ2 has better graphics...cant we just move on, or do we really need a 300+ post thread on this EVERY OTHER DAY?...
...the teeth :x
nah, dynamic lighting has already been done in the past, but craploads of normal maps,bump,parallax is what makes a next gen game. anyone who knows anything about graphics knows gears of war uses more, it's overall more next gen. while killzone2 has dynamic lights lol already done fear original, doom3?, doesnt have as much bump,parallax ,normal maps.Got a link to that aswell? How long does it take you to start a new acct when you are doing it so consistently? Must take a while.
a link from where? the human eye can see gears of war has more normal mapping/parallax/bump maps. the textures have more depth the models have more depth. Full support for seamlessly interconnected indoor and outdoor environments with dynamic per-pixel lighting and shadowing supported everywhere http://www.unrealtechnology.com/features.php?ref=rendering Detailed character lighting, using spherical harmonics to composite the light environment and support large numbers of affecting lights at near constant rendering cost. Advanced shadowing, providing full support for four shadowing techniques: Dynamic stencil shadow volumes supporting fully dynamic, moving light sources casting accurate shadows on all objects in the scene. Dynamic characters casting dynamic soft shadows on the scene using projected shadow buffers. Multiple shadow filtering methods are supported including uniform PCF, jittered PCF and VSM. Filtering methods support varying quality settings and are optimized to take advantage of platform-specific features. lol in other words, gears of war lighting could of all been dynamic, but not all lightsources are because it was design choice.godofwarrocksux
Well unless you have actual evidence, you're point is moot at best.
In fact all of your points never seem to b based on fact, but on what you see personally. Which doesn't necessarily make it right.
[QUOTE="godofwarrocksux"]a link from where? the human eye can see gears of war has more normal mapping/parallax/bump maps. the textures have more depth the models have more depth. Full support for seamlessly interconnected indoor and outdoor environments with dynamic per-pixel lighting and shadowing supported everywhere http://www.unrealtechnology.com/features.php?ref=rendering Detailed character lighting, using spherical harmonics to composite the light environment and support large numbers of affecting lights at near constant rendering cost. Advanced shadowing, providing full support for four shadowing techniques: Dynamic stencil shadow volumes supporting fully dynamic, moving light sources casting accurate shadows on all objects in the scene. Dynamic characters casting dynamic soft shadows on the scene using projected shadow buffers. Multiple shadow filtering methods are supported including uniform PCF, jittered PCF and VSM. Filtering methods support varying quality settings and are optimized to take advantage of platform-specific features. lol in other words, gears of war lighting could of all been dynamic, but not all lightsources are because it was design choice.-Traveller-
Well unless you have actual evidence, you're point is moot at best.
In fact all of your points never seem to b based on fact, but on what you see personally. Which doesn't necessarily make it right.
killzone2 dev's were going for using more dynamic lights than epicgames, its not engine limitation could of had same lighting effects killzone2. all design choice. but gears of war character models win http://www.gamespot.com/xbox360/action/gearsofwar/images/0/115/?full_size=1 dom from gears of war looks exactly like that during gameplay, he has veins in his neck and on his arm, the people in killzone2 dont so this is fact that killzone2 is less detailed. http://www.youtube.com/watch?v=CjOQ9r35uiU&feature=related lol on this video of jimi hendrix, you can see a vein on his neck.[QUOTE="-Traveller-"][QUOTE="godofwarrocksux"]a link from where? the human eye can see gears of war has more normal mapping/parallax/bump maps. the textures have more depth the models have more depth. Full support for seamlessly interconnected indoor and outdoor environments with dynamic per-pixel lighting and shadowing supported everywhere http://www.unrealtechnology.com/features.php?ref=rendering Detailed character lighting, using spherical harmonics to composite the light environment and support large numbers of affecting lights at near constant rendering cost. Advanced shadowing, providing full support for four shadowing techniques: Dynamic stencil shadow volumes supporting fully dynamic, moving light sources casting accurate shadows on all objects in the scene. Dynamic characters casting dynamic soft shadows on the scene using projected shadow buffers. Multiple shadow filtering methods are supported including uniform PCF, jittered PCF and VSM. Filtering methods support varying quality settings and are optimized to take advantage of platform-specific features. lol in other words, gears of war lighting could of all been dynamic, but not all lightsources are because it was design choice.primatefac3
Well unless you have actual evidence, you're point is moot at best.
In fact all of your points never seem to b based on fact, but on what you see personally. Which doesn't necessarily make it right.
killzone2 dev's were going for using more dynamic lights than epicgames, its not engine limitation could of had same lighting effects killzone2. all design choice. but gears of war character models win http://www.gamespot.com/xbox360/action/gearsofwar/images/0/115/?full_size=1 dom from gears of war looks exactly like that during gameplay, he has veins in his neck and on his arm, the people in killzone2 dont so this is fact that killzone2 is less detailed. http://www.youtube.com/watch?v=CjOQ9r35uiU&feature=related lol on this video of jimi hendrix, you can see a vein on his neck.Why do you keep posting to pictures, you're not proving anything to me. All it shows is that Gears graphics are good. Yet not better than Killzone 2. Anyways you were fun for about 2 seconds of convo, but i'm gona leave this alone now.
killzone2 dev's were going for using more dynamic lights than epicgames, its not engine limitation could of had same lighting effects killzone2. all design choice. but gears of war character models win http://www.gamespot.com/xbox360/action/gearsofwar/images/0/115/?full_size=1 dom from gears of war looks exactly like that during gameplay, he has veins in his neck and on his arm, the people in killzone2 dont so this is fact that killzone2 is less detailed. http://www.youtube.com/watch?v=CjOQ9r35uiU&feature=related lol on this video of jimi hendrix, you can see a vein on his neck.[QUOTE="primatefac3"][QUOTE="-Traveller-"]
Well unless you have actual evidence, you're point is moot at best.
In fact all of your points never seem to b based on fact, but on what you see personally. Which doesn't necessarily make it right.
-Traveller-
Why do you keep posting to pictures, you're not proving anything to me. All it shows is that Gears graphics are good. Yet not better than Killzone 2. Anyways you were fun for about 2 seconds of convo, but i'm gona leave this alone now.
http://i44.tinypic.com/25qc5dx.jpg See this gears of war realtime cutscene pic? here's during gameplay he looks exact same in this shot scar, veins on his neck still there everything gameplay pic is just different angle and lighting so not showing details as much as cutscene http://i39.tinypic.com/29dtmie.jpg LOL you think these killzone2 screenshots below the character model has more detail? lol bs http://i41.tinypic.com/2gy3whd.jpg http://i44.tinypic.com/i3z9dg.jpg killzone2 has better lighting, but character models gears of war wins no denying that.[QUOTE="killzowned24"][QUOTE="gearspwnflopzon"]gears of war 3 all lights fully dynamic FTW LOLDFRTGERGDMIKLOL, keep dreaming because Epic was just hyping better static lighting as a new feature. LOL no games on the market use global illumination. Not quite in the market... In addition to deferred rendering for lights, CryENGINE 3 features a real-time dynamic global illumination solution. Refer to http://www.crytek.com/technology/cryengine-3/specifications/
So, you'd be happy if games still looked like Star Fox on the SNES...MortalDecay
oh and in no way cod5 has more things going on-screen than KZ2. That alone shows that you haven't played KZ2 :lol:
Have you even played COD5? The very end is the only part where there is really alot of guys onscreen and explosions at once.[QUOTE="LOLDFRTGERGDMIK"][QUOTE="killzowned24"] LOL, keep dreaming because Epic was just hyping better static lighting as a new feature.ronvalenciaLOL no games on the market use global illumination. Not quite in the market... In addition to deferred rendering for lights, CryENGINE 3 features a real-time dynamic global illumination solution. Refer to http://www.crytek.com/technology/cryengine-3/specifications/ i forgot i think crysis does. killzone2 sev realtime cutscene character you play as http://i44.tinypic.com/erylgl.jpg gears of war 1# marcus character you play as. http://i44.tinypic.com/25qc5dx.jpg LOL seriously marcus looks exactly same during gameplay, gears makes killzone2 models look last gen LOL
Theres really little difference between KZ2/RE5/GEOW2 and anyone that says other wise cannot be anything short of blind. Whichever has graphics king is a rather little victory because it's only scrapped past.
[QUOTE="gearspwnflopzon"][QUOTE="Nonstop-Madness"]KZ2 doesn't have the best character models but everything else is the best. Uncharted 1 has better character models than KZ2 and Gears 2. Nonstop-Madnessgears of war 1/2 have the best models on consoles. uncharted looks like crap his skin has no detail
art style owns technicallity, just look at fable 2, beautiful.sts106mat
Actually Fable 2 own KZ2 in lighting, with REAL dynamic shadowed volumetric lighting, vastly bigger world and scale, and of course forests and details beyond anything in KZ2 barren worlds
And of course 50 NPCs around with real AI, than just going from A to B shooting
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