Project Offset: A storm is coming
Moderator: MaxCoderz Staff
Project Offset: A storm is coming
Some new media from Project Offset:
http://projectoffset.com/astormiscoming/
It seems they upload new media when they get up to a certain number of unique visitors. Clever way of spreading the word, and I'm falling for it
Help spread the word!
http://projectoffset.com/astormiscoming/
It seems they upload new media when they get up to a certain number of unique visitors. Clever way of spreading the word, and I'm falling for it
Help spread the word!
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- Calc King
- Posts: 1513
- Joined: Sat 05 Aug, 2006 7:22 am
- Delnar_Ersike
- Sir Posts-A-Lot
- Posts: 153
- Joined: Mon 22 Jan, 2007 3:05 am
- Location: UNATCO Headquarters
VTales' The Unknown didn't look better, it's screenshots where just taken at higher resolutions. The lighting techniques are clearly outdated compared to Project Offset.
3d rendering engines tend to get upgraded throughout the development process in games, especially if they take several years to produce.
Project Offset really doesn't have shockingly better graphics than today's games, though it was surprising when the screenshots where first released ages ago, but it does look more artistic than most games. Artistically very close to Oblivion or Company of Heroes. You can really see the benefit of modern engines to the developers and a greater focus on supporting the artistic proces rather than raw next-gen rendering techniques (which everybody these days can implement easily anyway).
All of the technology (HDR, bloom, motion blur, shaders) described on the website have been in games for several years now, they're really just applied better with more support to the artistic views the developers have. In fact, games released very recently have lighting techniques that are a step beyond anything described for either of these games, offering real time full global illumination that only renders smoothly on the very latest generation of videocards and then only the top end.
It's very likely that the engines of Project Offset and other games to come will offer at least the same things, you just won't be able to enjoy those features with today's lower and middle range videocards.
Sadly not even half the text on the websites is likely to apply to the final product, especially where gameplay is concerned.
3d rendering engines tend to get upgraded throughout the development process in games, especially if they take several years to produce.
Project Offset really doesn't have shockingly better graphics than today's games, though it was surprising when the screenshots where first released ages ago, but it does look more artistic than most games. Artistically very close to Oblivion or Company of Heroes. You can really see the benefit of modern engines to the developers and a greater focus on supporting the artistic proces rather than raw next-gen rendering techniques (which everybody these days can implement easily anyway).
All of the technology (HDR, bloom, motion blur, shaders) described on the website have been in games for several years now, they're really just applied better with more support to the artistic views the developers have. In fact, games released very recently have lighting techniques that are a step beyond anything described for either of these games, offering real time full global illumination that only renders smoothly on the very latest generation of videocards and then only the top end.
It's very likely that the engines of Project Offset and other games to come will offer at least the same things, you just won't be able to enjoy those features with today's lower and middle range videocards.
Sadly not even half the text on the websites is likely to apply to the final product, especially where gameplay is concerned.
The lighting technique in VTales' game is of course outdated, but only when it comes to HDR and higher numerical accuracy. There hasn't been a lot of progress otherwise more than various special effects showcased most prominently bu UE3.0. The best looking lighting solution still is precomputed radiance transfer and VTales had that.
There are no games out there with realtime global illumination yet, only tech demos in very cramped spaces (like the shadow bug hunt game, fun ). GI can be encoded with sh but then it ain't full anymore for dynamic scenes (only for static geom).
Renderers usually don't get significant updates during development, the backbone rendering pipeline is very often left alone. Switching between rendering algorithms can be lethal and take several months for an engine that tries to compete with the rest.
Oh, and I hope Project Offset will not feature any guns at all
There are no games out there with realtime global illumination yet, only tech demos in very cramped spaces (like the shadow bug hunt game, fun ). GI can be encoded with sh but then it ain't full anymore for dynamic scenes (only for static geom).
Renderers usually don't get significant updates during development, the backbone rendering pipeline is very often left alone. Switching between rendering algorithms can be lethal and take several months for an engine that tries to compete with the rest.
Oh, and I hope Project Offset will not feature any guns at all
No, the best looking is global illumination. And HDR with properly configured shaders can also look better than poorly executed radiance transfer.coelurus wrote:The best looking lighting solution still is precomputed radiance transfer and VTales had that.
Buy S.T.A.L.K.E.R. Shadow of Chernobyl. Install. Run. ~. r2_gi on. Press return. Feel the need for a new videocard.There are no games out there with realtime global illumination yet
Devine significant. Adding a new lighting technique or two happens, as not having the technique can be far more competitively damaging than doing some more work. There's no switching involved as you want compatibility for the older techniques as well.Renderers usually don't get significant updates during development, the backbone rendering pipeline is very often left alone. Switching between rendering algorithms can be lethal and take several months for an engine that tries to compete with the rest.
Same here.Oh, and I hope Project Offset will not feature any guns at all :)
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- Calc King
- Posts: 1513
- Joined: Sat 05 Aug, 2006 7:22 am
Did you see how they promote their normal mapping? "wow normal mapping!" anyone can write a normal/bumpmap shader.. HDR, fullscreen Bloom, motionblur, none of it is new, and even I can write the shaders for them. That says something.
I'll give them that displacementlighting is cool, and if they really generate their shader on-the-fly then that's cool too.
I thought buying games wasn't your style?hop wrote:Buy S.T.A.L.K.E.R. ..
so do I, guns are not for epic fantasy games.coelurus wrote:Oh, and I hope Project Offset will not feature any guns at all
I'll give them that displacementlighting is cool, and if they really generate their shader on-the-fly then that's cool too.
Of course not.Yeah, 2 good things:King Harold wrote:Did you see how they promote their normal mapping? "wow normal mapping!" anyone can write a normal/bumpmap shader.. HDR, fullscreen Bloom, motionblur, none of it is new, and even I can write the shaders for them. That says something.
Developing basic renderers with modern lighting techniques is easy.
Their pr/marketing department is doing their job.
I thought buying games wasn't your style?hop wrote:Buy S.T.A.L.K.E.R. ..