How Can A Cryengine Game Be So Ugly?
#141
Posted 20 February 2013 - 01:46 PM
#142
Posted 20 February 2013 - 01:50 PM
Konrad, on 20 February 2013 - 01:46 PM, said:
Of what exactly? I have hundreds.
Mechs look pretty good but everything else is pretty bad.
Not sure why we got people coming into a thread saying 'beta' instead of actually having a conversation though. Hopefully when/if dx11 comes back it looks a bit better.
#143
Posted 20 February 2013 - 01:52 PM
#144
Posted 20 February 2013 - 01:54 PM
Konrad, on 20 February 2013 - 01:52 PM, said:
Clearly there is nothing to talk about, why do you even come on the forums then, to troll?
#145
Posted 20 February 2013 - 01:56 PM
PS where are the screenshots?
#147
Posted 20 February 2013 - 02:01 PM
#148
Posted 20 February 2013 - 02:05 PM
i5 2500k @ 4ghz
8gb samsung ram (1866 I believe atm on 7,7,7,24 or something)
amd 7970
I also have a slew of videos taken back from closed beta (when you could actually do 8 man drops against people you wanted to drop against ) :
http://www.youtube.c...51?feature=mhee
Edited by nksharp, 20 February 2013 - 02:08 PM.
#149
Posted 20 February 2013 - 02:07 PM
"But it's in beta!" Ok, maybe I should buy those hero mechs with beta money. People are spending real money customizing their mechs to look Awesome (get it), so the should look Awesome on any map. I would be more willing to buy MCs if I was happy with graphics.
The game has other issues, but graphics issue should be a priority especially when trying to woo new players into the MWO universe. The maps look significantly worse than any modern game. Just switching to DX11 is not going to fix that. Hopefully these issues are fixed soon and I can shoot a few AC 20 rounds from my Atlas at the bridge on Rivercity and bring it down along with the Catapult LRM boat.
#150
Posted 20 February 2013 - 02:10 PM
DCM Zeus, on 20 February 2013 - 03:52 AM, said:
I agree with this, 7 year old tech has really caused a backwards step in graphics these days.
One of many reasons why i hate consoles.
I would agree with you except for the fact that not everyone can keep up with the hundreds if not thousands of dollars of computer technology often required by these games. Furthermore not everyone is capable of using a mouse and keyboard. While I would say computers have infinitely more possibilities and a much wider array for controls, a controller is often more accessible to older folks or young children.
#151
Posted 20 February 2013 - 02:17 PM
nksharp, on 20 February 2013 - 02:05 PM, said:
I also have a slew of videos taken back from closed beta (when you could actually do 8 man drops against people you wanted to drop against ) :
http://www.youtube.c...51?feature=mhee
Back in closed Beta when you were kindly asked to NOT take any form of media?
Cheers.
#152
Posted 20 February 2013 - 02:27 PM
Here's some early version shots from one of the maps I made (final version looks better)... Once I'm home later I'll post some better pictures that demonstrate what 'large' maps without stupid amounts of fog / color blandness look like:
Edited by Iron Frost, 20 February 2013 - 02:30 PM.
#153
Posted 20 February 2013 - 03:24 PM
#154
Posted 20 February 2013 - 03:25 PM
StryfeDiesel, on 20 February 2013 - 02:07 PM, said:
"But it's in beta!" Ok, maybe I should buy those hero mechs with beta money. People are spending real money customizing their mechs to look Awesome (get it), so the should look Awesome on any map. I would be more willing to buy MCs if I was happy with graphics.
The game has other issues, but graphics issue should be a priority especially when trying to woo new players into the MWO universe. The maps look significantly worse than any modern game. Just switching to DX11 is not going to fix that. Hopefully these issues are fixed soon and I can shoot a few AC 20 rounds from my Atlas at the bridge on Rivercity and bring it down along with the Catapult LRM boat.
We're not saying they are works of art. We're saying they look good. Can they be better? Absolutely. Plus people's ideas of good is SUBJECTIVE. So if I say it's good, who are you to criticize my opinion and right to say what I want?
Bottom line, there is work to be done. But here's the thing...complaining about it now, while we are still in OPEN BETA is futile. The DEV's know it needs work, you know it, I know it, and everyone else does knows it. But you and some of the others who are still complaining about it is not going to amount to even a hill of beans. So let the DEV's do their job. Let PGI work on hiring new people to help them out so we can get more people in here to help the game grow.
Or you could be a whiny beyotch and complain more, in which you are entitled to do. But don't plan on the rest of us allowing you to provide more negative waves for the rest of us, Moriearty.
http://youtu.be/0AEj3LA2vSo
Edited by Tice Daurus, 20 February 2013 - 03:28 PM.
#155
Posted 20 February 2013 - 03:28 PM
#156
Posted 20 February 2013 - 03:29 PM
Iron Frost, on 20 February 2013 - 02:27 PM, said:
Here's some early version shots from one of the maps I made (final version looks better)... Once I'm home later I'll post some better pictures that demonstrate what 'large' maps without stupid amounts of fog / color blandness look like:
Iron...have you considered working for PGI?
#157
Posted 20 February 2013 - 03:38 PM
#160
Posted 20 February 2013 - 04:17 PM
EvilSpaceOrc, on 20 February 2013 - 02:54 AM, said:
I don't believe that its only me who gets so distracted by all the issues with the parallax materials for example, if you look at those surfaces at any angle higher than lets say 30 it appears too heavily distorted (and in CryEngine SDK there is a single slider to adjust that...). It looks really silly when you are moving over the terrain and you can see the rocks kind of morphing as you pass by. If there is any material blend, you will see depth of the rock material change, while for example snow on top of them will seems to be floating above, completely breaking the immersion.
At least this is related to DX9 i think - no displacement maps, only crappy bumpmapping.
What annoys me most is the loooooooow quality of LOD transitions, if you look at a spot you're running to, it happily pops in details and structure the hard way. There are no smooth transitions, and on virtually every map there are spots where the groud tiles don't match in great distances, so you see triangles and N-gons of holes in the map...
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