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81. Re: Aliens: Colonial Marines Patched Feb 14, 2013, 00:00 netnerd85
Beamer wrote on Feb 13, 2013, 23:19:
netnerd85 wrote on Feb 13, 2013, 21:24:
Beamer wrote on Feb 13, 2013, 19:50:
netnerd85 wrote on Feb 13, 2013, 19:09:
Beamer wrote on Feb 13, 2013, 17:59:
Demo footage often looks better. The guys in that video are wrong to say otherwise. Part of optimizing a game is often cutting back on level of detail.

But this is insane.
What a complete load of shit.

Most games look better at E3 than they do when released. It depends on how close to release, but games demoed at E3 are often shown when not much is put in. It's easier to have higher polygon counts or higher textures when you haven't fully put the physics or scripting in. Or when you haven't optimized for a wider range of systems.

No one ever wants to reduce texture size or poly count. That's done throughout the process. You make a game, you figure out that you can't get it to run at the right frame rate, you reduce polygons.

Call it bullshit, but it's standard.

However, it being done to the degree shown here is insane. And, I don't know, but I assume that footage is all pretty recent. Not 2 E3s out but more like 6 months out, to the point that you have trouble figuring out how they rebuilt those levels in time...
So you think they make everything high detail and then butcher it for performance increases? lol, oh dear. Mate. No.

Show me some of the magical E3 games that are better. They (the E3 videos) may look better nowadays due to FALSE marketing but that's not how games are made.

This is why HD texture packs come out after the game is released.

You need to aim for a level of detail and keep performance in mind while developing, most of the time it's the Xbox 360. They aren't going to go beyond that by much. Why spend ALL the hours developing something high quality if it's 1) not support by the tech and 2) not going to be shipped.

No, that IS how games are made.

This is how games are made:
1) A very low poly version is made. We're talking rectangular cubes on top of each other. This is placeholder just to get a feel for where things go
2) This is used to make an extremely poly model
3) That model is pared down to a low-mid poly model

Step 2 is hard and time consuming. Step 3 is less so, because you're basing it on Step 2. But it's typically easier to go from a model that's too high a poly count than to increase the poly count of a lower poly model. And, since you want your game to look as good as possible, when you're running through the pre-alpha and alpha stages you often are using higher poly models than you end up with. No optimization has been done, so it's what you're hoping you use. If you can't get the frame rate where you want it, you reduce. Occasionally you have overhead, and you increase, but most companies prefer to reduce, not increase, because most artists find it less time consuming to reduce polygons from models than increase.

Go to any 3d modelers desk and you'll likely see models for in-game assets that are exponentially higher in quality. Helps for bump/normal mapping, too.
Poly count in 3d models doesn't really matter these days (for detail or look of detail, obviously we aren't talking quake style models). Animations/textures/lighting is what it's all about. See the Alien videos. The models are pretty much the same.

Again, why make hi-res textures and animations just to remove them later? They don't.
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