Solche Einschusslöcher sollte PDZ auch haben, sieht hammergeil aus!
Für mich sieht das bescheiden aus
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Solche Einschusslöcher sollte PDZ auch haben, sieht hammergeil aus!
Frenck schrieb:Solche Einschusslöcher sollte PDZ auch haben, sieht hammergeil.....
"While the levels are pretty, they can be repetitive, as can the enemies, which are mostly hordes of a few different variations of clone soldiers, and the effectiveness of the games parallax mapped environment damage is not up to snuff. [...] The parallax mapping used looks great from angles where the entire interior of a hole can be seen. The problem occurs at viewing angles where a near edge would need to block the view of part of (or the entire) interior of the indention. Rather than occluding anything, parts of the texture that should become invisible are still shown (albeit distorted). This completely destroys the illusion of depth at steep angles by making the texture kind of swim until it totally loses its three-dimensionality. There are algorithms available that can represent correctly self-occlusion in parallax mapping. While we can appreciate cheaper parallax mapping algorithms as a kind of upgraded bump mapping, dramatic surface deformation should either be done more correctly or not at all in cases where the viewer can move to angles that break the effect. [...] The use of a deep parallax mapping algorithm to represent damage is a very cool idea, but the implementation used in FEAR doesn't include key features such as self-occlusion and self-shadowing. When passing a wall with a chunk blown out, the hole will swim around, flatten out, and eventually look like unidentifiable goo stuck to the wall as the angle gets very steep."
Frenck schrieb:Besser als ein schwarzes kugelrundes Loch...
"With FEAR, we've seen how big of a performance hit that we had when we enabled soft shadows, but you may wonder, "does the effect at least look good?"
The short answer is "no". The way that FEAR incorporates soft shadows ends up looking unrealistic; more stratified and strange than soft. It simply looks as though the game draws multiple shadows at the edges of objects and offsets them up, down, left and right very slightly at different degrees of darkness regardless of the light source. This wouldn't be so bad if the multiple shadows were not readily noticeable as such. It also would have been nice if the "blur factor" were more dynamic; in other words, moving the shadows closer together or farther apart given where the object (say an enemy soldier) is in relation to the light sources and shadowed surfaces.
This is difficult to understand until you see it happening in the game, but you can get a better idea of it by looking at a few pictures. We took some screen shots of a scene with and without soft shadows enabled with both NVIDIA and ATI cards. Please ignore the slight lighting and position differences of these screens."
Danke, aber sau lahm
Moses schrieb:Dauert mir zu lange ^^ bis dahin hab ich ja das Game zuhause ^^
achja hier
Wenn man PDZ z.B. mit der guten alten Perfect Dark oder Goldeneye Musik spielen will hat man damit die Möglichkeit.
Enjoy
http://www.rare-extreme.com/?section=editorials&page=mp3_library.html
Moses schrieb:
solid2snake schrieb:Moses schrieb:
jupp, und hoffe wirklich dass der gute elvis aus den screens in PDZ wiederkommt![]()
Gohma schrieb:Nur wenn man es vom technischen Aspekt her (PM, Lighting etc.) über PDZ stellen will, was manche hier offensichtlich tun wollten, dann ist das nahe an der Grenze zur Unzurechnungsfähigkeit.![]()