New leaked footage for you cretins to thumb your noses at
New leaked footage for you cretins to thumb your noses at
my vocabulary skills is above you.
- Thor Kaufman
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Oblivion is looking increasingly mediocre every time I see it. Apparently objects don't cast shadows anymore. I know it's not a big deal, but isn't this one of the main features of "next gen" games these days? Trying to go for realism and all that jazz.
Anyway, combat is leaning more towards Hexen than any kind of RPG I've seen.
Anyway, combat is leaning more towards Hexen than any kind of RPG I've seen.
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- Wolfman Walt
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Just providing some new footage for the closeted fans residing in these forums.Thor Kaufman wrote:What's so special? A report from a german gaming magazine about a shitty game.
About the shadows:Mad Max RW wrote:Oblivion is looking increasingly mediocre every time I see it. Apparently objects don't cast shadows anymore. I know it's not a big deal, but isn't this one of the main features of "next gen" games these days? Trying to go for realism and all that jazz.
They are a form of shadow maps, though the technique we’re using currently differs from the one we showed at E3. Our initial shadow tests were done using cube maps on every surface, but after extensive testing we found them to be too slow overall to use as a general solution. We have switched to doing single shadow maps directed at characters. The system supports full self-shadowing and we do multiple samples and depth comparisons to provide a soft-shadowing effect. The net effect we’ve achieved is a system general enough to handle Oblivion’s diverse environments while still providing great visuals and good performance.
my vocabulary skills is above you.
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Does anyone know what the fuck all that shit means? Anybody? I read a post by one of the Bethesda folks clearly saying they had to remove shadows from things like apples, cups, and all sorts of shit or else they'd have to dramatically cut down on the numbers of "stuff" in the game.Aonaran wrote:They are a form of shadow maps, though the technique we’re using currently differs from the one we showed at E3. Our initial shadow tests were done using cube maps on every surface, but after extensive testing we found them to be too slow overall to use as a general solution. We have switched to doing single shadow maps directed at characters. The system supports full self-shadowing and we do multiple samples and depth comparisons to provide a soft-shadowing effect. The net effect we’ve achieved is a system general enough to handle Oblivion’s diverse environments while still providing great visuals and good performance.
OK here's the real deal. They have to cut that stuff out because no system can handle that much shit going on at once and remain playable. Not the Xbox360, and not the fastest PC money can buy. Oh, you can get it to work, but it will be terribly unstable. No matter how much game developers, Microsoft, Sony, public relations nitwits, fanboys and whoever say it can be done, it simply CAN'T and still be affordable. Maybe in 5 years when the technology catches up with itself.