Drathorin, on 10 April 2014 - 05:39 PM, said:
It's almost like you don't know how walk cycles work.
I spent long enough analyzing walk cycles to be able to tell when something will bug me across a variety of games, thank you.
DirePhoenix, on 10 April 2014 - 05:42 PM, said:
If it moves like most digitigrade animals/non-flying land birds, it probably lowers its profile slightly when moving at fast speeds and stands a little more erect at slow speeds.
Sure, but when it stands straight it seems to stand too darn high. It looks like 60% legs from bottom to top.
Most living things reduce their profile when attempting to sprint, because it makes for a more aerodynamic or stable profile, so you're right.
Plus from a gameplay standpoint this means that nobody would want to stand still with a Timber Wolf for very long, it'd mean it'd be stick up at least a couple of meters over cover relative to if it were moving. With no real advantage because its arms aren't over the head.
I suspect this is the same reason why most 'mechs in this game (most glaringly, the humanoids) do not lower their torso at full stride.
Cimarb, on 10 April 2014 - 06:03 PM, said:
It's not that they CAN'T have more polygons, it's that every increase in polygons makes the game perform worse. You have to draw a line somewhere.
That's just the result of poor coding. Again, I stress that
tessellation is a standard feature of CryEngine 3 and doesn't require a whole lot of extra power (all recent GPUs have a
dedicated tessellation unit), plus
a low setting exists for a reason. On average, increasing "LoD", "level of detail" of geometry, does not usually have a significant impact unless its in the kilometers, where people can't see the detail anyway.
Honestly, PGI seems to have a lot of problems getting the game to run smoothly, but people like you are just encouraging them to stay 2001.
Edited by Dukarriope, 12 April 2014 - 12:57 AM.