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primatefac3

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#1 primatefac3
Member since 2009 • 25 Posts

[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.