@AM-Gamer:
Don't say im lying when you are lying yet again. My claim is that was closer to medium/High then Low/Medium I proved that to be true. The tesselation in the PC version is due strictly to hairworks and water( the console version also has tesselation in the water). When you mentioned tessellation I thought you were talking about environmental detail such as the environment( Ground, bricks, dirt etc. You had a misleading argument and couldn't wait to call me a liar and when I proved W3 on consoles is closer to Medium/High then Low/Medium you went on some argument about res and framerate lol. So for a liar I sure seem to be able to send you into DC mode. Regardless lets carry on.
We're not revisiting that thread. I stomped you with .ini file evidence and Digital foundry till the point you didn't respond. It's medium/low unless 1.10 drastically changed the game. Get over it. Moving on.
A:The orders assets are identical at all times
http://www.dualshockers.com/2014/05/29/the-order-1886-nothing-pre-rendered-in-latest-video-more-info-shared-on-temporal-anti-aliasing/
"there’s nothing pre-rendered” in the video, which means that everything is handled by the game’s engine in real-time." Didn't you respond to GPU kings thread about the 100k poly models being rendered on seperate PC's? Hmmm doesn't appear so.
How does that relate to what I said about cut scenes? Assests in cutscenes are not the same as IN GAMEPLAY. Thus you have not proved your statement, but instead redirected mine. I already told you that I wasn't specifically mentioning The Order in response to gpukings post on the topic of pre-rendered E3 demos. As said here:
Did I ever mention pre-rendered cut scenes in that context? If your talking about what I said to gpuking - "100k+ polygons in cut scenes maybe. "Rendered in engine" = PC's make all of those bullshots most devs show at E3, you know that right?" - That was a general statement and not directed at The Order specifically.
My statement was in no way incorrect, "Rendered in engine" means just that. Do you read my posts or do you just skim and respond? This is a straw man argument. I'm not addressing this point again, I've already made it several times and you avoid confronting it directly.
In the future when you try to interject statements into my argument actually quote me please. I afford you that courtesy. Or better yet, honestly represent my points.
"With the PS4 we're able to have this seamless transition between cinematics and gameplay and not lose anything at all between the two," Weerasuriya said. "More often than not a lot of games have a tendency to do pre-rendered cinematics and moving to gameplay and suddenly it's not really the same thing. It's close, but it's not quite there. For us, there is no disconnect between the two. What you see is what you get."
I hate to be "that guy" but...evidence.
You have a quote by the developer stated before release compared to all of the actual footage on the internet as well as my personal witness of the game. Maybe its a Dev trying to you know, sell his game? Console dev's insist that low framerates are "cinematic" why should I believe this one quote?
Is Ready at Dawn honest about the graphics? From DF:
"Ready at Dawn has previously noted that it is using 4x multi-sampling anti-aliasing (MSAA) which, at 1920x800, is more demanding on the GPU than a full HD framebuffer using post-process AA. We've expressed some doubts as to whether the final game is using MSAA and having combed through our captures of the full game, the jury's still out. While extremely clean for the most part, we noticed some particularly fine details exhibiting minor sub-pixel breakup that seems uncharacteristic of MSAA."
Sure, it's conjecture, but combined with this, personal witness, and all the qualitative evidence in the internet compared to your obscure quote from a developer of the game trying to market their game, you're going to need to do better than that.
Exhibit A: https://www.youtube.com/watch?v=oPE3kPWO7Pg
This video (ironically named) clearly shows the jerk transition between gameplay and cutscene. More smoke and mirrors, from a game that is nothing but. Why would the scene quickly transition POV instead of seamlessly entering into gameplay if this was true?
With all of the recent scandals you really think that developers are honest about graphics? A simple google search shows tons of conjecture about The Order's downgrades, but since it is just that, I'll leave it alone. Digital Foundry speaks for themselves.
DF Again on The Order's downgrades:
"That said, the physics simulation isn't as robust as we were first lead to believe - as revealed during a presentation at Gamescom 2013, Ready at Dawn targeted a more complex soft body and destruction physics engine at some point, which promised fully destructible environments and materials. The example of a crate splintering realistically as a nearby grenade explodes, for instance, does not appear within the final game."
You're link is broken, or I can't access it. "Connection refused" can you please post the picture manually? (It was on your face detail argument).
You have failed to validate your statement. Even assuming that the cutscenes and game play have the same fidlelity (all qualitative evidence pointing to them not), you still have to prove that asset quality is the similar across the game at every LoD. The fact that this game has visible LoD's at all actually disproves your statement which was ridiculous to begin with. Not even the greatest of scale PC games forgo noticable LoD's. It simply isn't possible yet, or hasn't been done.
From DigitalFoundry
"The game's renderer is built from the ground up with physically-based rendering in mind and the systems developed for creating assets have produced some of the most realistic results we've experienced to date."
You are the only one who thinks that The Order outclasses PC. Also from DF:
"The Order: 1886 features some of the best image quality you'll find on console at the moment."
"Your argument about poor AF is noted and it is probably the weakest part of the game I admit. But to discount all other things it does well is nothing more then pure bias."
So why even try and claim that distant assets are the same as they are in cut scenes and that character models are the same throughout no matter? You just defeated half of your own argument with this statement! Texture Filtering is part of asset quality, whether it is distance or scene.
There is no empirical evidence about polygon count as far as I know, so neither of us can properly address it.
Oh and to address your comment about The Order looking better without filters? Its really up to personal taste. And yes you have seen plenty of pictures with different filters because that's what the photo mode does. That's all it does which allows you to remove the film grain which many people do in the photo mode. Here is more info on that since apparently I am lying again.
http://blog.eu.playstation.com/2015/04/13/order-1886-gets-powerful-photo-mode-new-update/
As shown in the video, we’ve added the ability for you to play the game with your selected Color Grading. Want to see what The Order: 1886 feels like if you play through it in high-contrast, gritty, black & white? Since The Order: 1886 is completely rendered in real-time with no pre-rendered frames, you’re able to play in a customised look from beginning to end. If at any time you want to change Color Grading styles during gameplay, simply enter Photo Mode and make your adjustment. You can also reset the option if you wish to play the game as it was originally intended.
You're trying to tell me this was all an opinion?
"You can take the film grain off now in the photo mode. No assets are hidden matter of fact it arguably looks better when they don't use those techniques and just let the assets shine. Its resolution drop insist of black bars but the image being rendered is equivalent to 1080p. From a technical perspective the character models, texture detail is second to none. Some of the material based textures are stunning."
No, you were wrong about the resolution (it's 800p), you were wrong about the PP, and you were wrong about the textures and texture filtering which by extent means you are also wrong about the static asset quality.
You also failed to address any of my points on The Order lacking volumetric sky lighting, static lighting, and true bokeh DoF. Any "graphics king" should have these features that were available to PC gamers since 2011.
On the topic of bokeh DoF, in game, I did notice some on the cut scene for Episode III, another subtle difference between it and game play which you claim those graphics to be the same because frankly, "the developer said so" argument.
Sorry for all the bold, but I don't think you were reading my statements carefully. But go ahead, say I'm having a meltdown or something, personal attacks tend to backfire.
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