Which current or upcoming games would you brand as:
- tessellation king
- particle king
???
Honest opinions only.
Which current or upcoming games would you brand as:
???
Honest opinions only.
Crysis 2 is pretty much unmatched in terms of Tessellation. There are many better looking games out there but the geometry in that game is full of DX11 crap.
I think it's obvious that Batman Arkham Knight demonstrated amazing particle effects at e3, so that is my guess.
Crysis 3 is pretty much unmatched in terms of Tessellation. There are many better looking games out there but the geometry in that game is full of DX11 crap.
I think it's obvious that Batman Arkham Knight demonstrated amazing particle effects at e3, so that is my guess.
crysis 3 uses almost no tessellation
Tessellation king: Thief
The game has some really nice-looking cobblestone roads.
Particle king: Battlefield or Infamous: SS
Oh, yeah, those particles in Infamous: SS indeed look really nice. I think Metro: Last Light has nice tessellation effects.
Crysis 3 is pretty much unmatched in terms of Tessellation. There are many better looking games out there but the geometry in that game is full of DX11 crap.
I think it's obvious that Batman Arkham Knight demonstrated amazing particle effects at e3, so that is my guess.
crysis 3 uses almost no tessellation
Yeah you're right I meant Crysis 2 :s
I dunno how Crytek fucked up the tessellation in Crysis 3 though... You can barely notice it but it takes a huge performance hit.
Tessellation King - Metro Last Light by a long shot as it uses it on pretty much every surface and it's not over done.
Particle King - Crysis 3, they cast/receive shadows and everything, runner up would be Battlefield 4
Parallax Mapping King - Crysis 3 & Metro Last Light
Which current or upcoming games would you brand as:
???
Honest opinions only.
Metro LL wins in terms of tessellation imo. I haven't seen anything that really compares to it.
Particles....I don't know, Warframe with PhysX?
screw all those fancy-dancy effects like draw distance and frames per second, sw has spoken and resolution is king... because something that does not affect gameplay for the better in any way is what is most important.
Shadows - Deffo Crysis 3 or Metro Last Light, That's one of the area's where PC will always win as more processing power and memory for bigger and higher quality shadow maps.
Particles are a tie between the new Killer Instinct and Infamous: SS, probably. And I'd say tessellation is probably used more liberally in Crysis 2 than any other game I've ever seen.
Crysis 3 is pretty much unmatched in terms of Tessellation. There are many better looking games out there but the geometry in that game is full of DX11 crap.
I think it's obvious that Batman Arkham Knight demonstrated amazing particle effects at e3, so that is my guess.
crysis 3 uses almost no tessellation
Yeah you're right I meant Crysis 2 :s
I dunno how Crytek fucked up the tessellation in Crysis 3 though... You can barely notice it but it takes a huge performance hit.
it takes a near 0% performance hit in c3(on nvidia at least) because there is very little tessellation
screw all those fancy-dancy effects like draw distance and frames per second, sw has spoken and resolution is king... because something that does not affect gameplay for the better in any way is what is most important.
Why so whiney? Noone said it was a good idea to sacrifice draw distance and on PC, you don't have to.
Define best particles? Most on screen, most realistic, best technically, best physical interaction......
Zone Of The Enders 2 comes to mind.
Define best particles? Most on screen, most realistic, best technically, best physical interaction......
Zone Of The Enders 2 comes to mind.
ZoE2 actually stopped me from buying a PS3 for a couple more months. Game was freaking insane. Went on a giant PS2 rpg binge after that.
Tessellation - Crysis 2.
Particles - Xtreme FX 2.
Physics - varies. Terrain deformation - Spintires, fluids - tech demos, cloth - anything with PhysX or Havok, in PhysX the cloth can be torn.
Shadows - Crysis 3 (dem diffuse shadows). TLOU's fake indirect shadows were seriously impressive.
Lighting - Crysis 3 (>2014 and consoles still can't do real-time GI).
Character Models - Crysis 3/BF4/KZSF/MLL.
Textures - lots of new games have amazing textures, none seem to be consistent, though. But just some I had in mind: Crysis 3/BF4 (especially the ones used on character models, even the specular maps for faces are 2048x2048)/KZSF has some pretty good, too/MLL.
@faizan_faizan: I feel like Metro didn't have the best character models, but besides that I agree. Definitely Crysis 3 or BF4 for lighting, BF4 is using real time radiosity, and it's beatiful, but Crysis 3 is pretty great too.
@faizan_faizan: I feel like Metro didn't have the best character models, but besides that I agree. Definitely Crysis 3 or BF4 for lighting, BF4 is using real time radiosity, and it's beatiful, but Crysis 3 is pretty great too.
Didn't they go with the same BF3/Mirror's Edge lighting technique i.e lightmaps using Beast? Besides, the lights from the flashlights don't seem to have light bounces. I'm assuming it's from sun only like Crysis 2. It's baked as hell so it's hard to notice anyway.
Modded Crysis 2 has some pretty nice tessellation:
Crysis 3 has some of the best particle effects. It has volumetric fog and smoke that casts shadows and is affected by simulated wind and even explosions
That's not tessellation, that's parallax occlusion mapping.
It's tessellation + displacement mapping which is a much more efficient and better looking technique than POM
Tessellation King - Metro Last Light by a long shot as it uses it on pretty much every surface and it's not over done.
Particle King - Crysis 3, they cast/receive shadows and everything, runner up would be Battlefield 4
Parallax Mapping King - Crysis 3 & Metro Last Light
That's right. Crysis 3 has some very, very nice particles
No guys... thats a floor... get over yourselves.
Modded Crysis 2 has some pretty nice tessellation:
Crysis 3 has some of the best particle effects. It has volumetric fog and smoke that casts shadows and is affected by simulated wind and even explosions
That's not tessellation, that's parallax occlusion mapping.
It's tessellation + displacement mapping which is a much more efficient and better looking technique than POM
It's not tessellation and if you read Cryteks white papers on CryEngine 3 they also say they do not use tessellation at all on there new POM technique.
Modded Crysis 2 has some pretty nice tessellation:
Crysis 3 has some of the best particle effects. It has volumetric fog and smoke that casts shadows and is affected by simulated wind and even explosions
That's not tessellation, that's parallax occlusion mapping.
It's tessellation + displacement mapping which is a much more efficient and better looking technique than POM
It's not tessellation and if you read Cryteks white papers on CryEngine 3 they also say they do not use tessellation at all on there new POM technique.
cryengine doesnt support tessellation at all on terrain does it? at least not in currently available iterations? sad that the herms here dont even know wtf tessellation is
Modded Crysis 2 has some pretty nice tessellation:
Crysis 3 has some of the best particle effects. It has volumetric fog and smoke that casts shadows and is affected by simulated wind and even explosions
That's not tessellation, that's parallax occlusion mapping.
It's tessellation + displacement mapping which is a much more efficient and better looking technique than POM
It's not tessellation and if you read Cryteks white papers on CryEngine 3 they also say they do not use tessellation at all on there new POM technique.
cryengine doesnt support tessellation at all on terrain does it? at least not in currently available iterations? sad that the herms here dont even know wtf tessellation is
It's easy to mix up with POM, especially on the ground when it's hard to look at it from a flat angle to see that there's no actual depth like tessellation has.
scatteh was right, some of my pictures show POM. My mistake.
I noticed some tessellation in brick walls and some objects, in the rubble for example as well as the water of course.
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