bittah.com!~ Snowdrop Engine - Tom Clancy's The Division - Page 2

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Post » Thu Jun 26, 2014 5:17 pm

All engine companies expected the same jump in hardware we got from say the N64 to PS2 or PS2 gen to 360 and PS3. Instead we got really cheap weak hardware but also cheaper consoles that arent sold at a loss. So we get 2009 PC graphics on consoles that take off in 2014, with statements from CDprojecktRed saying they've already maxed out "next gen" consoles shortly after release and games being dumbed down significantly in order for them to actual run reasonably on the PS4 & X1.

I love the statements Square's made over porting XV to PC, they implied that current gen is too weak to actually have XV live up to what they had originally intended. Sad to see the new engines go to waste working on very low end hardware(phones/tablets) and low end hardware("next gen consoles"). Theres already talk that current phone processors are actually quite close in performance to the PS4 and X1 processor, which makes complete sense when you realize that the PS4 processor is a low power CPU designed for netbooks.

Fucking phones already close in performance to machines that haven't been out for 1 year.
some poast on /v/ about a very unhappy chap, regarding watch_gate... then again, the same morons will say this was ubisofts plan all along, a hacking game where you have to hack the game to make it actually look good :laugh:

i think those same people are against self driving cars because less accidents will decrease donor organ supply.
Last edited by philmarcracken on Thu Jun 26, 2014 5:22 pm, edited 1 time in total.
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Post » Thu Jun 26, 2014 5:22 pm

no doubt consoles contributed but It's not like the PC version was any fucking better. Crashes, Terrible framerate and even worse controls. I'd say they are using consoles as somewhat of a scapegoat for shitty developing. Made worse by the fact that apparently PC was the base that they coded for.
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Post » Thu Jun 26, 2014 7:04 pm

Re: Snowdrop Engine - Tom Clancy's The Division

no doubt consoles contributed but It's not like the PC version was any fucking better. Crashes, Terrible framerate and even worse controls. I'd say they are using consoles as somewhat of a scapegoat for shitty developing. Made worse by the fact that apparently PC was the base that they coded for.
People buy anyway so there's no real reason for cross platform devs to give a shit.
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Post » Fri Jun 27, 2014 9:05 am

Exactly. PC gamers whinge about games being shit because of consoles, then don't buy the fucking thing! Vote with your wallets people. If you want to put blame anywhere, put it on the lazy ass developers who don't know about graphic presets or developers who leave themselves open to the mercy of their money grubbing publisher overlords.

In this day and age we don't have to settle for one or the other. I don't get all the PC vs Console debate, most of us can afford to have a PC and a console. Buy the game on the platform that controls or plays the best. Games are meant to be fun, not about which one looks the best.
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Post » Fri Jun 27, 2014 9:21 am

It's common now for people to buy on multiple platforms also
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Post » Sun Jun 21, 2015 1:35 pm

Looks alright.
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Post » Mon Jun 22, 2015 1:49 am

Kind of slow, makes destiny look like tribes.
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Post » Wed Sep 16, 2015 3:42 pm

So, the four things this engine promised in their big hey get hype look at our engine tech trailer in 2013, "Dynamic Global Illumination", "Procedural Destruction", "Advanced Particle System", and "Dynamic Material Shaders".

3 out of these 4 things were very clearly demonstrated to be not a part of The Division at E3 2015. The only one of these things that is still in the game is their particle lighting, smoke actually changed color around a light source. Everything else is RIP, the reflected lighting appears to be 100% baked watch dogs style, explosions leave only a black explodey texture that fades after a few seconds even right next to a small glass barrier thing and bullets shot clearly through a glass wall in the front of a store leave no mark, snow does not build or melt dynamically the way they showed in earlier trailers.

https://www.youtube.com/watch?v=uv5OXQayi2o

Downgradebisoft confirmed.

Also this may be relevant if you actually care about accurate use of the term dynamic global illumination, which isn't actually what was shown in the video, but nevertheless doesn't appear to be in the division either https://www.youtube.com/watch?v=tubQ5_llez4
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Post » Thu Sep 17, 2015 10:36 am

Also this may be relevant if you actually care about accurate use of the term dynamic global illumination, which isn't actually what was shown in the video, but nevertheless doesn't appear to be in the division either https://www.youtube.com/watch?v=tubQ5_llez4
the turbo autist in the comments for the first video (richard potts) deleted his video which is your second link

hes splitting hairs about what to call screen space reflections and 'dyanmic global illumination' but he does have a bit of a point. When i was faffing about using 3ds max and some light based plugins(not mental ray) id always add a GI light which wouldnt reflect, just give an overall 'sun' and then add direct lights that would have caustic calculations applied during rendering

screen space reflections could be his own distinction between the two, or some wider industry standard, who knows... ubisoft are still cunts
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