gururu-
i downloaded the painkiller demo before I bought it. i didn't like it. maybe you should have done that!
I think I'll enjoy the game, it has a goth SeriousSam feel going to it, old school and retro, but so far I like what I've played.
BFG-
Any interior area.
AFAIK D3 is using shadow maps too and doesn't even use soft shadows like many other games already do.
D3 is using a zfail lighting system that creates the shadows, soft shadows with the level of accuracy D3's lighting engine has is not going to be viable for a very long time.
Now turn on the flashlight in D3 and look for reflections/shine across the whole areas.
In my version of D3 I'm mainly in dark and dreary factory settings, they don't tend to have polished chrome diamond plated floors that reflect light like a mirror and neither does D3(although FC does).
Far Cry has reflections from static lights and shining the flashlight on them makes then dynamically shiny - pipes, walls, floors - everything.
It lights them to overbright/unrealistic levels, D3's engine is significantly more realistic in that aspect.
And that means what exactly?
It looks like something I'd expect to see on the PS2. I've seen quite a bit better on the GameCube.
And since you're bent out of shape about the alpha textures (which don't take effect until a very long range anyway) then turn up the render plane and they'll all be 3D objects that can be manipulated by geometry instancing.
Try and get any of the ferns in FC to move. You want impressive foliage talk about KOTOR- FC's really isn't even mediocre, it's flat out bad.
Does D3 support geometry instancing? Does D3 support SM3? Does D3 have as many render paths as Far Cry?
Geometry instancing I'm not sure, D3 has supported shaders that exceed SM2.0 spec for years and in terms of render paths it has NV10, NV20, R100, R200, ARB2 and the varrying quality settings for each of those.
I think not, yet you still claim it's more advanced than Far Cry. Interesting.
Does FC support proper IK? Does FC support a unified lighting model? Can FC handle layered overlapping shadows? I think not, yet you still claim it's more advanced then D3.
Far Cry is quite playable at 1024x768 on my rig though it does drop a bit indoors. D3 is frequently a slideshow at that setting and I need to run it at 800x600. Also it doesn't look as good as Far Cry.
What drivers are you running? Also, have you gone in to the console and custom disabled features to drop the quality to below that of the Low settings in D3?
I sincerely doubt it. Look at the game on DX7 hardware and check for differences. Now do the same for Far Cry.
OK- R7000 failed to run at all, Kyro2 failed to run at all, Voodoo5 failed to run at all. Try the NV1x core and the game will run- missing heat waves, getting blending artifacts throughout the shaders that display too.
Exactly - nothing happens there because there's no lighting. No lighting or reflections to begin with and none when you shine the flashlight on tiled floors and walls that should do something.
Serious question- do tiles serve as mirrors in your hemisphere? They don't here, they aren't even close.
What are you talking about? The lighting is all done by shaders which is plainly visible since changing the shader path you use changes the lights. Also AFAIK all of the moving vegetation and water effects are done by shaders too.
Shine your flashlight on the ground outside, where are the shaders? Shine your flashlight on a tree, where are the shaders? The shaders that you see are on the pipes/floors etc.
I don't know what you think you're seeing but you'd be the only one out there who does.
That's clearly not the case now.
Every single review I've read has complained about the lack of physics in the game. Basically bodies keel over generically (if even that; sometimes they just collapse) and then disappear.
Reviewers overwhelmingly don't understand crap about game engines and we both know that. As far as the bodies just keeling over, that depends on what you kill and how they die.
Actually they do not such thing apart from producing a cartoonish wall of grey smoke
Cartoonish....
I've seen zero evidence of this except in rare cases when something does happen to move a little. That's certainly not even remotely ragdoll and has already been done for the last five years or so.
You are looking for realism of the Looney Toon variety. I shoot someone in Painkiller they go flying 50' like they got hit by a Mac truck doing 100MPH. I shoot someone in D3 and they have the proper amount of jerk- proper IK vs a really cheap LooneyToon style implementation of the Havoc engine.
I go and crush something in the center using the little grinder thing in Painkiller and it falls apart in a very specific manner, I do it from the bottom corner and it falls apart
the exact same way. A cheap fixed function model that breaks apart one way and one way only.
That's been done since 1999's SOF. That's your idea of cutting edge?
SOF used a splatter and put in place a new texture, nothing like what D3 does.
Shoot someone in Painkiller with a stake gun and look at its effect - knockback, body wound and they'll often get impaled to the wall or to another enemy.
Looney Toon style.
Tell me, where does D3 do anything remotely similar?
It certainly doesn't, of course it isn't trying to wow six year olds either
Why? I'm not sure what tangent you're approaching this from but it's a fact (verified by an ATi rep) that the R420 can operate in 32x0 (or 24x0) mode while performing MSAA.
And my 9800 has an FBuffer to I suppose you are going to tell me, and the Rage Maxx is getting Win2K drivers like it said on the box, right? Ignoring the fact that you are quoting a company rep though, if the parts is functioning as a 32x0 while performing 4x MSAA it can't handle 32 stencil ops per clock as it needs the extra functionality for Z check. The only way it could output 32 stencil ops per clock while running 4x MSAA is if it was a 128x0 part.
I really have no idea what you're seing but fire up any review of the game and you'll see that they agree with me on the graphics, physics and performance aspects.
Doom 3's Graphics are insane, definantly best to date.
But the execution of the visuals here is absolutely unmatched, and it truly needs to be seen in action to be fully appreciated.
While DOOM 3's graphics are astounding enough on their own, what's even more impressive is how well the game appears to scale to various systems.I've now run the game on three separate PC's on a variety of video cards (as have a few other editors in our office), and it seems to run well at every turn. Obviously, you'd hope any game would run at a crisp 60 FPS on a 3.0 GHz machine with 1GB RAM and a GeForce 6800, but we've been running just as fine on mid-level systems, like 2.5 GHz machines with older Ti4600 cards. Even if you're forced to run the game at 640x480, the game still looks extremely impressive, so if your PC can play Far Cry or Unreal Tournament 2004 or Battlefield Vietnam, odds are your system can handle DOOM 3.
Those are from gamers, not guys that never play anything other then benchmarks of course
Yep, rose coloured glasess. Definitely. If you can't see the extensive physics in Painkiller but you put the non-existant physics in D3 on a pedestal then that's the only explanation I can come up with.
Physics engines should at least remotely
try and match the physical world IMO, else they are just cheap gimmicks. Painkiller has a cheap gimmick, D3 has a physics engine.
I have absolutely no idea what you're talking about and I suspect nobody else does either.
They do at Dreamcatcher- it's a common problem with the game. Took me about eight attempts to get the game to install(on multiple different drives) without corruption taking place and even after that the game would refuse to run(known issues, the retarded monkeys that coded it failed to use a security system that was compatible with a lengthy list of optical drives). The only 'legit' way to get the game to run if it won't work on your system(besides being utterly incompatible with a lengthy list of drives, it will install but won't run on a lot of others) is to download the patch to bring you from version 1.0 to 1.3(~90MB) and then the patch from 1.3 to 1.3.1(~5MB). All told a giant 'go to he!l we got your money' from the developers of the game. This is supposed to be to avoid having the game cracked, which took me five minutes versus the ten hours it would have taken me to make the game playable the legit way.
Sometimes when developers are really, really stupid they use anti-piracy techniques that encourage the popularizing of piracy techniques. This was a very popular topic over at their forums, so much so that they have the workaround stickied on their tech support forum along with it being the top reference in their DB and also the top hit over at PCF.