Showing posts with label 3d. Show all posts
Showing posts with label 3d. Show all posts

Monday, February 26, 2018

A Batch of Chain-link fences in games

Here is an another batch of video games featuring chain-link fences.

Batman: Arkham Knight (2015):


Generally this game has so much details, objects, ui information and effects in the screen, that it clutters whole visual experience. For example roads are filled with junk, it is hard to even figure out where the actual road is when in a hurry. And top of that, there are the visual effects, like lighting effects and the rain effect. Unreal Engine has pretty good rendering engine, but there is a border when there is just too much of stuff on the screen. Quality of the chain-link fences are pretty good and shows how good graphics can be and how much graphical tricks can be presented in an open world experience with some tube run scenes.


Crysis 2 (2011):


Cryengine has a reputation to be a very complex engine, which means it exhausts resources of a machine back in 2011. Chain-link fence sample proves that graphics are really good, but that is it. The game itself is very boring


DARK (2013):


DARK represents cartoonish graphics, which is just an excuse to be stylish, lacking lots of texture quality as can be see from the chain-link fence sample. DARK is so mediocre game ovarall, that it just fades to the sun like a vampire.


Dead Rising (2006):


This is the oldest game in the batch, and it looks really old. For the time there was limitations to the graphics and chain-link fence sample shows how gigantic those chain-link frames are to save texture space. Graphics tries to be convincing, and they are enough detailed to be realistic.


Hard Reset (2011):


Hard Reset is a weird game. It has this gloomy and cold atmosphere from visuals and gameplay. Levels are screaming emptiness. There is not much of life in there, and when something moves, it usually is an enemy bringing death. This doesnt mean it is a scary game, but just cold like in future scenes in Terminator movies. Lack of humanity in the levels makes whole game strange. Textures are detailed, mostly because of levels are narrow tube runs.


Mafia 3 (2016):


Mafia 3 rendering engine brings absolutely beautiful graphics. Texture details suffers mostly because of it is an open world game where is lots of content. It is hard to say why the chain-link fence looks like it has double layers, but maybe it because both sides are represented?


Metal Gear Solid V: Ground Zeroes (2014):


This game has the most impressive chain-link fences from the batch. Texture sample in it has lots of resolution and the chain-links are deliciously intertwining together, which means the depth is gorgeous. Graphics in other hand are not that impressive, though the game contains a moderately big level.


Outlast (2013):


Outlast has very crispy graphics and they are generally pretty good. Chain-link fence sample though is very poor. Overall the visuals gives player brownish impression, mostly because the game tries to look dirty, gory and disgusting. Darkness is one major feature in the game, but it is represented as pitch black. Better and more aesthetic approach would have been to tint the black to a mild colour, like danger zone would have very dark red hue, cold place has dark blue and disqusting greenish darkness and neutral brownish darkness.


Quantum Break (2016):


Remedy is a finnish developer who made their name mostly from Max Payne. After that the tub has fallen from grace for a long time. Their major fetish is to bring some suspense Hollywood narrative to a video game, and that is their biggest problem. Max Payne worked very well, but Alan Wake and Quantum Break are just utterly boring experiences and story is way much at the foreground. If they want to make a video or movie, they should make a movie, not games with some corny stories. Of course consumers assumes that big boys knows what they are doing, and some players, especially finnish, pathetically are enjoying their failures, just because they are finnish game studio. Cocky people at Remedy should just focus to a more rich game concepts and mechanics, not stories. Their technology are not impressive anymore, barely holding small scale levels with poor quality textures and effects.


RAGE (2011):


RAGEs selling point was graphics and mostly huge texture catalogue. There is lots of details in textures, but lacking more game content. World feels empty and for open world game, there is way too little of game content. Graphics engine barely held on the speed of player, which appeared that texture drawing is always late when player changes the view. Chain-link fence shows that textures are not detailed in close distance.


Resident Evil 5 (2009):


Resident Evil 5 has very good and detailed graphics because of level designs are tight. There are couple variations of chain-link fences, and they look poor. They tried to push more details to the 3rd person characters and other aspects on levels, which is correct thinking in graphics design wisely.


Rise of the Tomb Raider (2016):


Tomb Raider has generally good graphics, mostly because of texture quality and resolution and open world experience is modest. Chain-link fence shows just extremely poor texture work with alpha.


Rising Storm 2: Vietnam (2017):


Chain-link fence sample is the worst from the batch. Quality is just very bad and maps are not even vast.


Sniper Elite 4 (2017):


This game has very beautiful graphics in overall and chain-link fence shows very bold texture work. Maps are open world and player can roam them freely. Texture quality in other textures are impressive and creates good impression of the rendering engine.


Watch_Dogs (2014):


Watch_Dogs is a game, where Ubisoft had to create a hacking game, without featuring hacking. Hacking means that player presses a key and technology magic happens. It is the most understatement for what hacking really means. Then it tries to feature vigilante violence in the streets, ending to be just another stealth shooter with a loose theme. Graphics are sharp, but something in the texture work shows deficiency. All the renderings gives impression of plasticity, like a world in some kind of ball pond.


Watch_Dogs 2 (2016):


Ubisoft tries to bring urban street culture to the state of the art hacking. Again, hacking is forgotten and Ubi brought good looking, athletic traceurs and graffitis to the world of technology. It is a very embarrasing composition. Graphics and textures are detailed, and lighting model is pretty good, but superficiality radiates from everywhere.

Thursday, June 1, 2017

Chain-Link Fence selection

Chronologically:

Tom Clancy's Splinter Cell (2002):



Lego Batman: The Videogame (2008):



L.A. Noire (2011):


Max Payne 3 (2012):




Sleeping Dogs: Definitive Edition (2012):



Tom Clancy's Splinter Cell  has best looking chain-link fence from this selection, and overall graphics are very good considering how old the game is.

Lego Batman has worst quality overall in graphics and in chain-link fences, but graphics were not the selling point in this game.

Sleeping Dogs has very nice graphics and chain-link fences, considering it is an open world game.

Last from selection is two games from Rockstar Games, Max Payne 3 and L.A. Noire. Max Payne 3 is a scripted tube run shooter, and has best looking graphics overall, but not the best looking chain-link fences. L.A. Noire in other hand is open world game, and therefor overall quality in graphics suffers, but is still very good looking game and has good looking chain-link fences. Rockstar Games is the studio collection which really pushes out quality games, both in graphics and content.


Wednesday, September 28, 2016

Shadow Warrior 2013 Chain-Link Fence


Above is a screen capture from Shadow Warrior, which came out in 2013. As u can see, there is not much of difference if u compare it to DOOM 3 from 2004, although DOOM 3 fence looks little bit better.


Both games are strictly scripted tube runs, with narrow 3d spaces. Still DOOM 3 manages to overrun 9 years later arrived Shadow Warrior. Reason might be that id Software has a long history in game development and graphics coding, and they had John Carmack, a modern day wonder of graphics programming.

Here is a sample why John Carmack is important.


On the other hand we have the developers of Shadow Warrior 2013, which are called as Flying Wild Hog and their engine The Road Hog Engine. Flying Wild Hog and their engine are pretty new in the game industry, while id Software Tech has been around since beginning of nineties. The Road Hog Engine can produce colourful renderings with basic visual effects. While playing Shadow Warrior 2013, u can see that the technology is not the best around, everything looks jelly or slimy rubber, no matter was it rock, water or jelly.

Tuesday, August 30, 2016

Duke Nukem Forever Chain-Link Fence

Duke Nukem Forever was released in 2011 and it was a disaster, especially in graphics. If a sample of chain-link fence in Duke Nukem Forever looks like this:


And from 2004 DOOM 3 fence looks like this:


No matter how much DOOM 3 picture is downsized, u can see the difference in quality. Both games are made for scripted tube runs in tight 3d spaces, but only Duke Nukem Forever looks older than DOOM 3. 3D Realms has always been second/poorer version of id Software. Both worked together somehow, shared technology(?), but 3D Realms was always left with an old and worn technology.

In 1992 id Software brought us Wolfenstein 3D and was published by Apogee Software, which is 3D Realms. Then Apogee brought us Blake Stone: Aliens of Gold (1993), which is practically Wolfenstein 3D, or uses same technology. Then id released DOOM in 1993, which ate Blake Stone. Duke Nukem 3D came out in 1996, but id Software brought Quake in 1996, which is full 3d, while Duke 3D is not pure 3d, and uses old engine called Build. In 1997 3D Realms released Shadow Warrior which is practically Duke Nukem 3D with a new mask. This is where 3D Realms is totally lost and tries to keep up with technology for Duke Nukem Forever, constantly changing technology to new engine, while id Software maintains it stable production with fresh technology.

Monday, August 1, 2016

Duke Nukem 3D Chain-Link Fence

Duke Nukem 3D was released in 1996, and graphics are fabulous.


14 years after Fallout: New Vegas came out.


It is funny to see how close in quality these two fences are from totally different era of graphics, no matter how many pixels are in New Vegas texture and how few are in Duke Nuke 3D texture samples. It has to be remembered that Fallout: New Vegas is an open world game and Duke Nukem 3D is scripted, small milieu game. Still it is impressive how good looking Duke Nukem 3D still is, and how boring looking Fallout 3 and New Vegas are. Guess working with fewer pixels lets imagination wander more blatant.

Sunday, July 24, 2016

Fallout: New Vegas Chain-Link Fence

Fallout 3 was released in 2008 and Fallout: New Vegas came out in 2010. If we compare DOOM 3 chain-link fences


 to Fallout: New Vegas chain-link fences,



we can see Fallout has much more poorer quality in graphics than in DOOM 3. Reason is obvious: Fallout: New Vegas can be said that it is technically related to Fallout 3. Fallout 3 and New Vegas are both open world games, where 3d spaces are vast, containing massive amount of textures, while DOOM 3 and PAYDAY 2 are based on narrow 3d spaces, containing lots of textures but better in resolution. DOOM 3 is a scripted tube run game, where player cannot go back where he came from after certain border crossing, which means level transition. So Fallout: New Vegas is an open world game, which needs to maintain lots of textures but poorer in quality, while DOOM 3 is a level based game, which needs to handle only textures belonging to current level, but better in resolution.

Saturday, July 16, 2016

DOOM 3 Chain-Link Fence

DOOM 3 was released in 2004.


Chain-link fence looks good, same quality as in PAYDAY 2, and DOOM 3 was released almost 10 years before PAYDAY 2. This means overall DOOM 3 graphics were ahead of its time and still looks good.

Saturday, July 9, 2016

PAYDAY 2: Chain-Link Fence

One way to evaluate graphics in games is to look at a chain-link fence. Many games have this type of fences somewhere in the 3d world. This time we have a fence from PAYDAY 2 from year 2013.


It looks nice and sharp, almost authentic as in real world, but not quite. It is only composition of 2d textures, consisting perhaps at least a normal map and a diffuse map. Still, quality is good and sufficient.

Sunday, April 3, 2016

Unreal Engine 4 game

We are working with a new game, which concept is concealed for now. It reached pre-proto testing stage once, so it is in very early stage. Engine is Unreal Engine 4 and it is awesome, practically game developers dream, because u dont need to write code. Most of the game mechanics can be done with Blueprints and several other features. Most of the time goes for making assets and mechanics. Maybe we can reveal something when project proceeds further.

Wednesday, September 9, 2015