[citation][nom]mmstick[/nom]Lighting is part of the graphical quality equation, so your argument against the enhanced lighting is moot. Also, stop looking at YouTube videos of an older version, and stop looking at YouTube videos when trying to compare graphics (I know for fact that you lose over 90% of texture quality due to Youtube bitrate compression as compared to actually playing it).Most graphics cards do have 2GB of VRAM, if you don't have a GPU with 2GB or more, then you are either PC gaming is not your forte, or you do some seriously extreme budgeting with your hardware upgrades. When we are talking about graphics here, at least get some modern graphics hardware.No, that is not what tessellation is for, it doesn't give 50x more polygons (realistically it only gives 4-8x more), the purpose of tessellation is to smooth objects and add minute detail to near-camera objects, but it does not improve the quality of the model itself.Yes, the game looks far 8 times better than it did before, because unlike you.... I've actually played it on my 1920x1200 res monitor, and you? Youtube video? Rofl.There is no graphical plateau, you would realize this if you had been keeping up with graphical enhancements over the last 5 years. I've owned every major AAA game released over the last two decades, with graphics card updates every year to stay on top of the game. There are plenty of console ports, and many indie games actually look better than a lot of AAA games, Valve always demonstrates how much you can improve graphics with just a bit faster hardware, compare HL2, with the original HL2 engine, the old ugly Source engine, to Portal 2. See the specs for both, that's a major increase in texture detail, lighting, model quality, level design, etc. In much the same way as Cinematic Mod proves, anyone who thinks there is a graphical plateau is insane. If you make a game look 2x better, it WILL look 2x better, the difference is huge. We aren't talking cheap console ports where some parts are improve but the overall picture is the same, ugly, washed out mess.[/citation]
i call spending 3-400 $ on a gpu a high end card, there are the 600 and 1000$ cards, but those are stupidly high end, beyond any reasonable need. the mid range cards are still stuck with 1gb, i think in nvidias case may be up to 1.5gb, not sure, and very tired so i dont want to do digging.
point me to the comparison than, that shows off half life 2, and that mod, and does a decent job, because the one that i found is filled with bloom, and makes any quality improvement that the mod gives and makes it look like hell. and the other one that shows off a fight, is filled with fog, and again, looks like hell.
and to me, the mod 11, just tries to make alex look sexier and over all, meh... i cant call it an improvement, though i need detailed comparison to really tell you...
and as for lighting... what i mean is how everything looks, look at it. its not even using the same color pallet anymore. so its hard to make a good comparison... but lets go into lighting a bit.
you can fake a shadow, which takes very little, or you can make it dynamic which takes a hell of allot, for roughly the same effect. lets take a building, if in the game, the sun doesnt move, there isnt a day night cycle that you can witness if you stand still, do you make the shadow dynamic, or fake it? answer is you fake it... why? because making it dynamic, even if it doesn't move, that's a crap ton to processing power.
i don't have half life on my computer right now, and not enough space to install it and the cinematic mod to real look at it, so all i get is youtube video or pictures. and what the mod looks like it does is adds a crap ton of unessassary lighting effects for the soul reason of covering areas they think look bad. the fog... im guessing that was added so you dont see how plane the ground is, a few other effects like particle things falling, just because they thouht it looked good. again, show me the vanilla hl2 to cmhl2 comparisons.
do you really understand how tessellation works? in a video game sense?
http://www.youtube.com/watch?v=sQQpCd_vvGU
its older, but it shows you exactly how wrong you are. tessellation takes detail away from far objects and gives you more detail to close ones, with a full world. instead of characters that are only 50 or 100k models, you can use the full million polly model that they pull the bump mapping from
---i was replying to the first comment, before i saw the other one that did have half life 2 comparisons -----
[citation][nom]mmstick[/nom]List one game with graphics high enough that any extra polygons would barely improve detail, that textures are about to hit a plateau. Trust me, I can find major flaws in every single game that could be fixed with slightly faster hardware Shogun 2 demonstrated how they could take the same hardware Napoleon used, and enhance it 4x higher, higher resolution textures, higher polygon counts, graphics engine redone, better lighting/shadows, improved animation quality, DX11. The differences? Gigantic.Actual in-game screenshots from myself:Napoleon:http://cloud-2.steampowered.com/ug [...] CDA21B1BF/http://cloud-2.steampowered.com/ug [...] 14DE55C53/http://cloud.steampowered.com/ugc/ [...] 7E5ADD977/Shogun 2http://cloud-2.steampowered.com/ug [...] B547EBB8D/http://cloud-2.steampowered.com/ug [...] EAA8FC341/http://cloud-2.steampowered.com/ug [...] 01A3F30C7/http://cloud-2.steampowered.com/ug [...] 0D3A7DD56/Napoleon Requirements
rocessor: 2.6 GHz Dual Core CPUMemory: 2 GB RAM (XP), 4 GB RAM (Vista®/Windows® 7)Graphics: 256 MB DirectX® 9.0c shader model 3 compatible GPU (Realistically Radeon HD 5800/HD6900 for maximum framerates)Shogun 2 Requirements
rocessor: 2nd Generation Intel Core i5 processor (or greater), or AMD equivalentMemory: 2GB RAM (XP), 4GB RAM (Vista / Windows7)Graphics: AMD Radeon HD 5000 and 6000 series graphics card or equivalent DirectX 11 compatible card (Realistically 3GB HD 7900 for maximum framerates)There is simply no contest. Not only can you see an insane amount of 2D sprites in Napoleon in DX9, with the same hardware running Shogun 2 we no longer have 2D sprites and insanely more detailed landscapes/units with better lighting, and ironically, higher framerate. It doesn't use tessellation for anything other than tessellating distant terrain (where it is harder to see texture warp due to tessellation), one of the major features tessellation is for.[/citation]
screenshots don't to that game justice, because i just don't see the major difference from them. watching the two side by side, i see very little difference between them. but i do see a significant jump in hardware requirements for very little obvious improvement. you would have to point it out to me for me to see it, and even than, in game play would i realistically notice it, and think doubling the cost of the hardware to run the game would be worth it?
[citation][nom]mmstick[/nom]To lay down even more on you, because you seem to have problems Googling.http://cinematicmod.com/images/cm_ [...] _11_13.jpghttp://cinematicmod.com/images/cm_ [...] _11_12.jpghttp://cinematicmod.com/images/cm_ [...] _11_11.jpghttp://cinematicmod.com/images/cm_ [...] _11_14.jpgMore herehttp://cinematicmod.com/cinematic_mod_11.phpYeah, better luck next time.[/citation]
lets take the first and last one, and the middle one and look at them separate
the middle ones, if you just told me it was half life 2, i wouldn't think anything of it, i wouldn't even notice that its modded.
now the first and last ones, those i would notice a bit, but really, i forgot that halflife 2 and rubble blobs, the right side of the last image half life no cm.
most of the improvement that i see there, is backgrounds. the skyline, and its not close enough to
now, on that cm page i found the comparisons, and all that sticks out to me an abuse of bloom, and it looks like hell to me, no mater how much detail they add, the lense flares and bloom kill many of those scenes for me. but the last page, i see an improvement in smoke, at least i hope thats smoke and not fog... point being, you sit me down with any random piece from that, and i don't notice it much, yea, side by side, i can see there are changes. but nothing is like crysis on low to crysis on ultimate.
now lets bring this into the discussion.
ps3 game, resistance 1 and resistance 2.
resistance 2 actually doubled the poly count on screen and on enemies from game 1 to game 2, and the only reason people know, is because they were told.
the whole concept of the graphical plateau is this.
it takes a disproportional amount of hardware to make a graphical change noticeable.
and we hit that point with pollies. would you notice the difference between 4.5 million pollies (i believe what crysis 1 had at max any given scene) and 9 million? the correct answer there is no.
with textures, we are to the point that unless you walk head first into a wall, and scope it, you shouldn't see a bad texture, if you do, and it was build for a 2gb gpu, than its bad game design.
i had to re read the first comment to remember what i was originally talking about.
it originally started with talking about a 2-4x poly count wont be noticeable
how instead of trying to make that number go higher, making the game feel more real is what increases the over all graphics quality
i even have proof that no one notices that small of a jump unless they are specifically told,
you went to a cinematic mod, which im guessing comes closer to a full remake of the game, but ill admit im bias because of my disdain for bloom.
and while writing this, i was reminded of serious sam, the original ones, not the remake, they did something with their bad textures. if you got close to a wall or anything, a new texture would over lay itself onto it and give it more detail, hiding poor over all textures... even though that game is 11 years old, it hides its texture quality so well, i think that over all they look better than some of today's games textures.
ill end it here, as again im tired, and think im going of on a tangent again.