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[QUOTE="jun_aka_pekto"][QUOTE="Dj-Dampleaf"]A lot of people in the last page are unintelligent, this is because you were easily manipulated by people such as Verbtex. Who knew this was a technical graphics debate but used the worst shots on low quality video as possible for the conduit and nice shots for Uncharted, which he admitted. However, this has led to many people just go "lol Uncharted looks worse than" "Lol Conduit looks crappy" "Lol troll thread,Conduit does not look" See this is a problem when the thread and top of Op all pretty much state technical graphics and not eye candy, and some even read the whole Op which clearly talks about technical graphics, you read his and others manipulative posts and this somehow wipes out all your brain cells and then you become dumb, including after reading the whole Op and start posting about eye candy out of nowhere. Again: Looks=/=Draw Distance, lighting, polygons effects and textures not pre-rendered, global dominance, object endurance, polygons on screen at once, A.I variety in crowded environment, fast active pallete swapping, no motion blur or texture distortion. NOW it would be nice if someone does not agree to maybe counter some points in the Op. Which nobody has yet except one, nobody else does and Verb cheated, so how can you guys even be complaining? If I am wrong show me.Dj-Dampleaf
What exactly is wrong with the lighting I showed in the UC3 London Underground images or of the draw distance in The Brass city map? In the London map, the lighting effects change as objects cast shadows and as the camera point changes. In the Brass City map, far structures and objects maintain their definition and clarity as the distance increase. I suppose I could've posted images with water reflections as well which both UC2 and UC3 do well. Those and shadows. The shadows I've seen thus far in The Conduit leave a lot to be desired.
The places were the lighting is most impressive in Uncharted they have to remove or cut things in order to do it. just like the first pic, where Nate shooting a gun looks nice, especially the spark of the gun, and the enemies shooting the well lit wall behind him, however,t hey have to blur the background that's like not even 6 feet away, they have inconsistent color depth, and they don't have realistic red tinted lighting with the fire, which makes no sense. The explanation is that it was already doing things it could not handle already. This also is true for water reflections. Also I am using Uncharted 2 since that is said to be the best graphically by many. Both have similar problems however.I tried to get that angle during a replay of the chapter "Urban Warfare" from the singleplayer campaign. There's no way unless maybe that screenshot you posted is from a co-op game. The only blur I saw was when focusing with the sights. When I fired in the regular view, I didn't notice much blur like that in the image you posted. I also noticed the brightness is maxed. I'm not sure why the discrepancy. But, I'd guess, the blur from your image is from another player's perspective. I kept a close watch during the gun battle in that part of Urban Warfare and i just didn't see the blur at that part of the level.
I'm guessing it may be a coop game because there's no way Drake can shoot in one direction while the camera is pointed in another.
Thanks for admitting it has the best technical graphics though. Someone in the audience would kindly rebuttle?The Conduit looks like crap. Plain and simple.
OreoMilkshake
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