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kalipekona

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#1 kalipekona
Member since 2003 • 2492 Posts
@Heirren said:

The funny thing about PC Gamer Fanboys is that they will show off The Order and mention the colors and blurring....................and then go back to their 144hz TN panels and experience the same thing on ALL games.

Giovela is that you? Are you going to start talking about your plasma TV again? As if PCs can't connect to the same display devices as consoles.

I happen to own a Panasonic plasma tv, an Acer Gsync monitor and an Optima DLP projector. The plasma in some ways has less motion clarity than the Gsync monitor, mostly due to the yellowish phosphor trails. Playing at high framerates on a fast TN panel actually has better motion clarity than lower framerates on other display technologies.

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#2  Edited By kalipekona
Member since 2003 • 2492 Posts

@sailor232 said:

I know I'll get a lot of crap but I think The Witcher 3 is the best looking game out, truly a stunning game.

Well it's one of the best looking games overall, but I'm not sure I would say it's the best. I do think it's the best looking open world game, though.

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#3  Edited By kalipekona
Member since 2003 • 2492 Posts

@Snugenz:

Haha cows are so delusional. It's funny the way every new Sony exclusive is held up by them as the supposed pinnacle of graphics. The Order 1886 is one of the better looking console games, but it's really not that special. Most of the textures are kind of mediocre and a lot of the lighting is baked. It's all hidden behind massive amounts of blur, film grain and depth of field, but at its core it's not that impressive. Especially for such an ultra linear game with a reduced resolution.

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#4 kalipekona
Member since 2003 • 2492 Posts

@m3dude1 said:

@kalipekona: id suggest you visit an optometrist asap. the rendering of the models in the order and witcher 3 is worlds apart.

perfect representation of the level of offness the witcher 3 delivers with its modeling and animation. the running animation is just fucking laughable too.

Worlds apart? Hahaha.. I'd say you're the one with broken eyes, but in reality it's just bias and fanboy loyalty that's blinding you.

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#5  Edited By kalipekona
Member since 2003 • 2492 Posts

@m3dude1 said:
@kalipekona said:
@m3dude1 said:

@kalipekona: even when trying your best to dig up unflattering shots every one still dumps all over witcher. i dont think you want to talk about flat lighting and bad textures

disgusting. the lighting/shading/materials are just abysmal compared to the order. the character models are probably 2 generations behind the order. oh, and please explain to me what constitutes "supped up photo mode shots". you obviously have never played the game

The character models in The Order 1886 really are fantastic and they're easily the best thing about the game's graphics.

But once again you massively exaggerate. Two generations behind? Get real. So you're saying The Witcher 3's character models are equivalent to PS2 era character models? Lol I don't think it's possible to be any more absurd (but I'm sure you'll surprise me).

In reality the character models in both games are fairly close.

these are fairly close? hermits cant go a day without cementing their position as the dumbest form of life on the planet. smh.

Yes, those are fairly close, clearly. You're just too wedded to your console to admit it.

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#6  Edited By kalipekona
Member since 2003 • 2492 Posts

@ferret-gamer said:
@blues35301 said:

Saw some people in denial about the downgrade.

Straight from the Dev's themselves. Fucking mind boggling. The Witcher was a PC centered franchise from the start and sold 10x more on PC than it did on 360 last gen. This is pointless for them to hold the game back for shitty 2011 hardware for the sake of the consoles being able to run it. Also this means the consoles can't match a 2013 PC build lol.

2013 was a tough time for CD Projekt RED simply because we were trying to create an entire bulk of the game on the older DirectX 9 renderer that we had in place for The Witcher 2. Most of the assets were created during the time we were creating our DX11 solution render pipeline to bring the next-generation experience to everyone. A lot of the footage including the debut gameplay trailer was done when the consoles were not even out and we only had an idea of the specifications of the system. This landed itself into problem territory when we realized the next-generation systems could not simply meet our graphical output to the desirable level of quality that we needed. There were several options: build three different builds OR CONSOLIDATE TO THE NEAREST DENOMINATOR, WHICH IS WHAT WE DID. We took the specifications of the lowest performing throughput system which I don’t care to mention here at all to avoid that discussion, and worked our way up from there. As almost a 250 man team, we sequentially had to take out/turn down a lot of features not just from our NVIDIA GameWorks pipeline but our normal game solution scripts as well – these include the following:

  • Level of horizon detail (essentially the draw distance had to be completely tuned down to tax the consoles less)

  • Volume based translucency

  • Ambient occlusion and foliage density / tree count

  • Flexible water simulation / tessellation we resorted to a (script texture effect similar to most games than physical based simulation)

  • Ground/building tessellation

  • Forward lit soft particles (this is the fire, smoke, fog that you would encounter while going through thick terrain into open space)

  • Real-time reflections in the water are completely off and replaced with a cheaper render solution estimator (this is a primary reason blood splatter was also removed from water)

We just did not have the manpower, budget or the console power to produce the vision we intended before the consoles were released to create a more visually stunning game of higher fidelity like 2013 assets. The PCs themselves had more than enough power to achieve this vision, almost certainly. But working on the game across 3 platforms did not make it feasible to keep features included that could potentially break the game as we kept building around it. All the 2013 trailers were actually in-game footage (not prerendered or vertical slices) but essentially just not an entirely finished world running on a high-end PC at the time.

Straight from the devs? You mean straight from some random no name blog without a source. The game is definitely downgraded, but that blogger was just making shit up. The game definitely has ambient occlusion, we have seen PC settings menu with multiple AO options. Water tessellation settings are also shown in the games config files.

Exactly this. There's so much technically wrong with this supposed "insider" quote, it's clearly written by someone with no real technical knowledge and 100% certainly isn't a dev.

The game still has screen space reflections on the water. It also clearly has volume based translucency.

The tessellation thing was also confirmed by Nvidia in their recent Witcher 3 article.

"This tessellation prowess also proves useful out on The Witcher 3: Wild Hunt’s dangerous seas, whose waves and ripples are rendered solely through tessellation." http://www.geforce.com/whats-new/articles/the-witcher-3-wild-hunt-is-your-system-ready

I'm not saying that some things in the game haven't perhaps been downgraded, I'm just saying that that supposed developer quote is bogus. The fact someone would go out of their way to write something like this and pass it off as a quote from the developer is simply shameful. The fact that so many people are willing to believe such an absurdity simply because it seems to support something they want to be true shows how utterly disingenuous much of this downgrade talk is.

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kalipekona

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#7 kalipekona
Member since 2003 • 2492 Posts

@blues35301 said:

Saw some people in denial about the downgrade.

Straight from the Dev's themselves. Fucking mind boggling. The Witcher was a PC centered franchise from the start and sold 10x more on PC than it did on 360 last gen. This is pointless for them to hold the game back for shitty 2011 hardware for the sake of the consoles being able to run it. Also this means the consoles can't match a 2013 PC build lol.

2013 was a tough time for CD Projekt RED simply because we were trying to create an entire bulk of the game on the older DirectX 9 renderer that we had in place for The Witcher 2. Most of the assets were created during the time we were creating our DX11 solution render pipeline to bring the next-generation experience to everyone. A lot of the footage including the debut gameplay trailer was done when the consoles were not even out and we only had an idea of the specifications of the system. This landed itself into problem territory when we realized the next-generation systems could not simply meet our graphical output to the desirable level of quality that we needed. There were several options: build three different builds OR CONSOLIDATE TO THE NEAREST DENOMINATOR, WHICH IS WHAT WE DID. We took the specifications of the lowest performing throughput system which I don’t care to mention here at all to avoid that discussion, and worked our way up from there. As almost a 250 man team, we sequentially had to take out/turn down a lot of features not just from our NVIDIA GameWorks pipeline but our normal game solution scripts as well – these include the following:

  • Level of horizon detail (essentially the draw distance had to be completely tuned down to tax the consoles less)

  • Volume based translucency

  • Ambient occlusion and foliage density / tree count

  • Flexible water simulation / tessellation we resorted to a (script texture effect similar to most games than physical based simulation)

  • Ground/building tessellation

  • Forward lit soft particles (this is the fire, smoke, fog that you would encounter while going through thick terrain into open space)

  • Real-time reflections in the water are completely off and replaced with a cheaper render solution estimator (this is a primary reason blood splatter was also removed from water)

We just did not have the manpower, budget or the console power to produce the vision we intended before the consoles were released to create a more visually stunning game of higher fidelity like 2013 assets. The PCs themselves had more than enough power to achieve this vision, almost certainly. But working on the game across 3 platforms did not make it feasible to keep features included that could potentially break the game as we kept building around it. All the 2013 trailers were actually in-game footage (not prerendered or vertical slices) but essentially just not an entirely finished world running on a high-end PC at the time.

Complete and utter bullshit and some of you lap it up. I would bet my life that that is not a quote from a CD Projekt RED developer, it was written by the site that posted it and they are despicably trying to pass it off as the words of CDPR and hiding behind the "anonymous dev" bullshit. Nothing about what's said there sounds convincing or genuine. It sounds exactly like one of the downgrade clowns wrote it.

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#8 kalipekona
Member since 2003 • 2492 Posts

@Blabadon said:

@nyadc: goddamn mobile not allowing me to post a gif for how fucking stupid that is. Livio help me out.

Played the game the entire week. Community is still great. Still sold over a million in ten days. Still a 93 at Metacritic. Waiting for your solid proof it "killed itself."

You keep saying it has a 93 on metacritic when in fact it has a 92 metascore (and 8.7 user review). Not a big deal, but the fact you keep mentioning it I thought you would want to know what it really is. http://www.metacritic.com/game/playstation-4/bloodborne

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#9 kalipekona
Member since 2003 • 2492 Posts

@m3dude1 said:

@kalipekona: even when trying your best to dig up unflattering shots every one still dumps all over witcher. i dont think you want to talk about flat lighting and bad textures

disgusting. the lighting/shading/materials are just abysmal compared to the order. the character models are probably 2 generations behind the order. oh, and please explain to me what constitutes "supped up photo mode shots". you obviously have never played the game

The character models in The Order 1886 really are fantastic and they're easily the best thing about the game's graphics.

But once again you massively exaggerate. Two generations behind? Get real. So you're saying The Witcher 3's character models are equivalent to PS2 era character models? Lol I don't think it's possible to be any more absurd (but I'm sure you'll surprise me).

In reality the character models in both games are fairly close.

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#10  Edited By kalipekona
Member since 2003 • 2492 Posts

@m3dude1 said:

@kalipekona: even when trying your best to dig up unflattering shots every one still dumps all over witcher. i dont think you want to talk about flat lighting and bad textures

disgusting. the lighting/shading/materials are just abysmal compared to the order. the character models are probably 2 generations behind the order. oh, and please explain to me what constitutes "supped up photo mode shots". you obviously have never played the game

The lighting and textures in The Witcher 3 on average look better than the lighting and textures in The Order 1886.

The quality of the lighting and materials in The Witcher 3 is top notch. Both games use physically based rendering. What really stands out to me in a negative way about The Order 1886 is how obviously baked the lighting and shadows often look.

Where are the shadows or ambient occlusion?