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Why is this allowed /v/? These we're standards in the peaks
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Why is this allowed /v/?
These we're standards in the peaks of gaming, around 2005/2007

fuck this lazy generation of games
>>
reminder this is the same game that couldn't have more than 3 enemies in a single room (with exceptions) without performance tanking due to all of the things in your image
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>>341659341
>next gen

>>341660091
yet it had more technology going on than any game of this day and age
>>
>>341660175
except more than 3 enemies at a time
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>>341660175
It was a cool game but the gunplay is shitty apart from pistols and shotguns.
>>
>>341660091
It's just not true, I don't know what toaster your running it on, but I would consider upgrading
>>
>>341661143
obviously not on today's hardware, but developer commentaries from back then mentioned specifically that was why they only had 3 or so enemies in a room at any given time
>>
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>>341659341
>2005
That was about the point where game engine development shifted from GRFX and TECHNOLOGY to multi-consoles. PC versions have been shitty ports for years as a result. F.E.A.R. 2's visuals greatly suffered as a result.
>>
>>341659341
FEAR is one of the most overrated pieces of shit that a select few people on /v/ love to shill.

The game looked like ass, it played like ass, even it's story was ass.

Fight me.
>>
>>341661749
You are ass
>>
>>341661635
i feel you anon, totally

>>341661451
nigga, this simply aint true, there are way more than 3 enemies in rooms alot of the times

>>341661749
here's your
(you)
>>
>>341661854
play it again

pay attention to how reinforcements appear
>>
>>341661854
>>341661635

A decade from now there will be the same post about BF1 and how its terrain deformation was so cool and how games in 2017 were the beginning of the end.

Its meaningless. Its been said for eons on multiple topics.
>>
>>341659341
that stuff's simple and most games have it. this is a bit more an aesthetic thing than a graphics thing.
usually the problem is modern games are blindly obsessed with having features like "epic, massive world" and shit, that's what really causes graphics problems, downgrades, and the like. if big developers ever dared to make a game with the same small scope as FEAR, you could expect it to be photorealistic if they so wanted it to be (and if their artists were capable).
>>
>>341659341

Issue being FEAR generally looked like shit. It was graphically great and all, but that was all applied to ugly industrial areas. I can't think of many games released recently that look worse than that.
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>>341662146
>watchdog reflections
>fallout 4 reflections

anon please
>>
>>341659341
This is what happens when a game is made for the PC. Console ports of the PC version are fine (they're usually trash, of course).

Look at STALKER or Doom 3, Hard Reset (the PC original looks way better than the console port just released), Metro 2033 (PC original looks way better than the console re-release), Crysis, etc etc.
>>
>>341661749

Hey, gameplay was pretty fun, except for the horror bullshit. AI made it work though, once you get used to them it becomes a lot worse.
>>
>>341659341
>PARALLAX MODELED BUTTHOLES
>>
>>341659341

>modeled body
>good

Nah, I'd much rather look down and see nothing than look down and see that jerky mess. Good for shadows though.
>>
Shadows didn't look natural in games like FEAR and DOOM 3. They blend with the world better now, shadows are supposed to be soft. However, there certainly is a lot more cheating going on. Especially if you use a flashlight in Alien: Isolation. Objects simply have a black glow that moves around them instead of an actual shadow.

Still, games like FEAR weren't completely accurate either. In that famous FEAR vs. Bioshock Infinite gif, the shadows are based on the lamp's location, not the actual light from the lamp. You'll notice that the shadow for the foreground pillar barely moves when it should be moving a lot, and it's easy to tell that the lamp is simply marked as a "light source", and the actual light coming from the lamp is ignored.
>>
>>341662030
We're talking about graphics, you stunned-ass shitter

Got any examples about graphics? No, huh? K.
>>
>>341662030
>all change is good or neutral
You're a genuine retard.
If a nuke hit your city you'd be saying sunlight and running water were overrated shit praised by hipsters.
>>
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>>341659341
ok
>>
>>341662917
mein neger
>>
>>341662645
Those bloody slavs who created xray along with the slightly different metro engine are great. Surprised someone hasn't come up with something similar.
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>>341663123
>>
FULLY
MODELLED
VAGINA
>>
>>341663123
still a shit game
>>
>>341663265
Just like FEAR
>>
>>341659341
My wife and I have a running gag about reflections in games. Anytime an impressive looking new game comes out we go for a mirror or calm water and check.

She loves to crack about how a game in 2016 can't handle it when Prey, Doom 3, even Unreal (from fucking 97!) did it without a problem.
>>
>>341663123
>>341663242
this game's engine runs on fucky fairy magic with how well it runs on consoles
>>
>>341663265

Yeah, funny how graphics doesn't necessarily correlate to good gameplay.
>>
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>>341663265
yeah its terrible but that doesnt make it not the best looking game ever created
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>>341662602
reflections in a tiny thing on the ground. watchdogs doesn't have reflections on huge buildings because that would be fucking really damn expensive. as for other things, i don't know if watchdogs just uses cubemaps for everything or what
again though it basically goes with what i said. FEAR's scope is tiny. it could basically afford any kinds of graphics expenses it wants to because it's small and clearly controlled. open world games on the other hand are unrestrained and unpredictable in how the player experiences them, and therefore must be optimized for the absolute worst case performance scenario. as you can see, this obsession with making games large and open causes developers to *always* have to scale their graphics back a considerable degree if they are going for any kind of realism.
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2003.

Let that sink in for a second. This was made 13 years ago.
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>>341663326
no
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>>341660091
>couldn't have more than 3 enemies in a single room
That's just a straight up lie.
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>>341663242
why do the trees look like plastic?
hell, why does everything look like plastic?

pic related
>2007
nigga
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>>341663624
have you never seen a rainy forest before
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>>341663624
>complains about plastic
>posts plastic
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>>341663624
you posted a picture where everything looks far more plastic than the trees in mine so I fail to see your argument
>>
Always interesting to see FEAR circlejerked by the le PC master race crowd considering it does the opposite of what they say a good game is, pretty graphics but plays like a boring linear hallway shooter in drab environments with corny pre-scripted horror bullshit.
>>
>>341663624
>those jaggies on the bottom left

lol
>>
>>341663123
I still can't get over how good looking Battlefront is and how good it runs
I played it during the free trial period and it was literally eye candy
Then Mirror's edge catalyst runs like shit and looks old gen even though it's based on the same engine
What the hell happened?
>>
>>341664006
different devs on it is the likely answer

although it says it was developed by Dice, it was probably a secondary team that made it.

Battlefront was developed by the same team that programmed both the engine and the game. Same one that makes the Battlefield games, which are also very smooth running games.

The engine can work magic but only if you've got a team that knows how to take advantage of it.
>>
>>341664006
money

new star wars coming, star wars game needs to look as amazing as possible to get in on the hype

who the fuck even wanted another mirror's edge?
>>
>>341664812
It has to be like that
DICE is renowned for their great optimization and very good graphics pushed both on PC and consoles yet MEC fails at delivering both, even though the game looks very good at times
>>
>>341660091
why would you say just a straight up lie?
why?
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>>341664832
>who the fuck even wanted another mirror's edge?
>>
>>341659341

>shadow volumes are good

for a corridor shooter maybe. try using that shadow technique in any game with a decent poly count, you will tank framerate like a motherfucker since its pretty much all CPU


lets see a real time tree tree with really small leaves where you can see patches of light in between the leaves, running at 60 fps

parallax mapping is good, realtime reflections are good and are actually coming back thanks to UE4
>>
>>341665540
>thanks to UE4
thanks to screen space reflections you mean
>>
>>341665343
how is the game compared to one? do they still have lots of pathway shortcuts, and discourage combat?
>>341664832
the first mirrors edge was great. don't know about 2, because the new additions make me wary about paying full price.
>>
>>341659341
Fuck off, Fear looks like complete steaming diarrhea dogshit by todays standards, go and play it
>>
>>341666597
>how is the game compared to one?
It's hard to say
The level design and art direction got worse
Mirror's edge was always famous for having tons of colours in every area but now it's all white rooftops and a crapload of reflections
Combat is definitely on your side, with enemies being very easy to beat by simply dashing on the side and hitting them so they hit eachother
I still avoid them because it breaks the flow of running and parkour
>do they still have lots of pathway shortcuts
Not really, but you can get from point A to point B by either climbing that pipe or jumping over a smaller wall 2 feet from it or get on another building and jump from there
It's really a faster way to get there instead of a different pathway

The flow of parkour is very good, with less interruptions and all but the music is pretty meh even though Solar Fields did it and the zones you see are pretty forgettable, being either offices, labs or rooftops
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