Rushyo, on 15 January 2015 - 05:51 AM, said:
In FEAR you can interact with one or two rooms with mostly rectangular features (thus, rectangular hitboxes, where you have eight vertices per object) at any given moment. in PS2 or MWO, you're looking at sparse environments containing lots of complex, non-rectangular models. To model shooting through railings in a PS2 base properly would require almost as many vertices in the hitbox collisions as interacting with an entire FEAR scene.
The fact is the engine like that used in FEAR could never even come close to replicating the dynamic complexities of levels in PS2 or MWO and would immediately crash trying to replicate any scene from either game. The comparison is pointless.
Linear corridor shooters cheat all over the place to minimise system resources. The price you pay for games with open non-linear environments is you can't utilise those cheats as easily.
Holy crap, but do the modern game hitboxes have to be so far out of wack? Its like the object is inside a big square block, and the block never actually goes away, and so its like a big rock inside a glass display case.....you can clearly see around the rock, but the big invisible display case is there so you try to fire around it and bam, hit the display case.....
Fear has railings you, PS has railings, yet FEAR you can throw a grenade under those, PS2, you cant fire between 2 that are actually a good portion apart from each other...or else the window to do so is very narrow.
HPG is a series of block objects, why, of all the maps, is THAT the map with hit box issues? Cant they just lower the magical wall around the upper platform?
I get its more complext and dynamic, but yikes.....It makes the game fair bit more irritating to play when you think, ok, lets fire from this nice covered position, pop out and dive back in.....you devise this wonderful plan and go to execute it and territory hitboxes just destroy you. I could understand a bit better if the hit boxes were off by a few pixels and crap, but its off my yards. Tourmaline, those jagged rocks, you might as well just stand on top of them before you fire. In the TG, I was firing at the awesome from behind the dropship and was some 400m behind a big rock formation, had the Awesome clearly in sight, fired, a PPC blast nailed the air like 5 feet from the rock formation.....
Surely, Computer power and Graphic design programs have evolved a bit better to where a designer can get hit boxes to be more accurate then older games...not less so.
And then Mechs, ive read that the Raven leg hit box was about twice the size of the actual mech's legs? How does that work?
Edited by LordKnightFandragon, 15 January 2015 - 06:12 AM.