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More Visual Fidelity For Us Please!


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#1 Iqfish

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Posted 04 March 2014 - 04:56 PM

Remember this?

Posted Image

Or this?

Posted Image

Or this?

Posted Image

MWO is calling itself an AAA Game and with the CE3 (and DX11 now), it has no limitations engine-wise (see Star Citizen or Crysis).

A game with giant robots shooting each other with bullets as large as a human, huge missile volleys and high energy lasers, where are the proper explosions, effects on pilot, machine and enviroment?

Look at how this Dragon's side torso is being blasted away. Wouldn't you love it if your opponents mech would get eaten up by flames and explosions instead of just falling over in the dirt, producing little clouds of dust?

I want mechs to rock back when they get hit, I want recoil effects, etc.


I understand this could be low priority, but please seriously consider adding more stuff happening on the screen and with the mechs.

(I know there was a lot of "I want" in this thread, so please just consider it as my personal wish).

Edited by IqfishLP, 04 March 2014 - 05:05 PM.


#2 9erRed

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Posted 04 March 2014 - 05:48 PM

Greetings,

As the Dev's have just recently stated, this is the introduction of an early DX11 state for the CryEngine. Now that it's actually "in the build" they can seriously divert resources to adding content, improving the fidelity, tweaking settings. I'm still waiting for the "bump mapping" and "tessellation" features to be coded in, improvements in water effects and actually causing Mech's to slow down when traveling through it. (there seems to be some issues" with water and the environment effecting the state of the Mech's, or lack of effects.)

The last I heard about destructible environments and objects, knock down, and other similar effects was it is an all inclusive package. And being worked on. If we could only get PhysX technology within the game, without dropping all our frames down to 15FPS!
And that is where PGI has to play the ball between the courts, do we give the best graphics we can? And drop out the low end players. Do we run the game at sub par setting so everyone can play? Can we have it both ways, without building two sets of games?
As DX11 is adapted into the game now we should start to see new additional settings enabled. But there should also be warning's included in their implementation,
"If you enable this setting above # level it will/could reduce your FPS, default is #", just as an example.
- We have a modified Crytech engine, running a modified DX11 code. Expect some issues as they iron out the bugs.

Just some observations,
9erRed

Edited by 9erRed, 04 March 2014 - 05:51 PM.


#3 MoonUnitBeta

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Posted 04 March 2014 - 05:56 PM

Star Citizen has how many Cryengine techs? (lots) Their goal is to eventually have more techs than Crytek itself. So... when you have a company that can basically manipulate the engine to do what ever they want it to do, yes things are limitless. PGI is a 40/50 ish man team that might include a few people who might know the innards of cryengine but are still learning about the engine, and I would be floored and shocked if there was someone at PGI who would call them selves a Cryengine tech.

#4 Sephlock

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Posted 04 March 2014 - 05:59 PM

I'd settle for better weapon sounds.

#5 MoonUnitBeta

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Posted 04 March 2014 - 06:52 PM

While it's a lot of work to get materials to look correct, PBR would add a huge boost to visual fidelity. I have a feeling it would make the game feel... "grim" or more moody i suppose.

But since PBR is likely 100 years away for PGI. I would settle for an updated HUD that allows for customization, HTAL vs Paperdoll, custom opacity, different reticles. I really REALLY want to move away from this orange theme.. I really liked the white look of the old reboot video, along with the wireframe/geometry view of the mech. That was definitely my favorite, I hope they spend real time on the hud and make it excellent.

#6 Moromillas

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Posted 04 March 2014 - 07:16 PM

You want better particles, ok, optimisation has to come first.

There are still uber computers that have fps drops to 30 or 20 fps, which is unacceptable. If you want more fidelity, you need to increase the graphical pipeline first, that means more optimisation.

#7 9erRed

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Posted 06 March 2014 - 07:47 PM

Greetings all,

The reference to Star Citizen having many CryTek guru's is incorrect.

They have a single CryEngine evangelist, or from Star Citizen's perspective, a master CryEngine engineer.

He would be Sean Tracy.
(you may know him as the designer of MW:LL, then hired by Cytek and worked on the Crysis series till he became a "Field Applications Engineer".)

But they also employ talent that is way above what PGI would be looking for, for example they have
David Hobbins, an concept artist extraordinaire, recently from Lucas Films studio and MPC, some serious talent.

And they are fully partnered with SCAD, (University for Creative Career) and CryTech.

So, there talent list is getting to be a who's who of the top designers and engineers, but with well over 38 million and 5 offices world wide, and the "Chris Roberts" name as a driving force, it shows.

And it looks like, as of yesterday, employment to RSI or the Star Citizen group is now "by invitation only".

PGI is just not at that level or with the backing that they have. Hopefully, as they work with the new engine and DX11 they drive the code to a better working state. And in a timely manner.

9erRed

Edited by 9erRed, 06 March 2014 - 07:57 PM.






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