Molgam Bot
28.08.2006, 19:15
Quote:
Originally Posted by Thickskull http://www.vanguardsoh.com/forums/images/buttons/viewpost.gif (http://www.vanguardsoh.com/forums/showthread.php?p=1390754#post1390754)
Manaleeshi, is it the lack of atmospheric haze that is bothering you?
If you watch some of the earliest color films (usually cowboy movies) you'll see no gradient from darker to lighter blue towards the horizon. If you go outside now, that white haze near the horizon is purely pollution from humans over the past 50 years.
The Vanguard sky shots are merely showing a pollution-free sky. This looks weird and unnatural to those of us not young enough to remember what it looked like before we polluted it. If you brought someone forward in time from the 1930s, they would find the white sky we have now to be weird and unnatural.
We do have some work to do with atmospheric distortion, heat effects, etc. A lot of those little touches together make a big difference. They can also be added closer to launch because they are shader effects and don't cause artists to have to re-visit the world, or designers, etc.
There are a lot of little effects that will get into the game before launch. There are many more we'll be able to add after launch when hardware that most people have support these new technologies.
Then there are tougher effects, like environment shadows, that we're waiting until closer to launch hoping that cards get faster and there are better ways to implement it. We know how to implement it now -- for example, EQ 2 has it. But it's really slow and most people don't play MMOGs with them on, so our thoughts are, why spend the time to code a temporary fix now when we will re-write it later? One answer is that it *would* make screenshots look a lot better, but then we have to way that against all of the *real* code that needs to be written *now* and just take our lumps for not having the shadows in place yet.
What I do know is we've been really smart about this stuff so far. Sure, we've made mistakes, but overall making the hard calls as to when to code something now, or when to wait, etc. I think we've done pretty well. Big credit to Ryan Elam, our Dir. of Technology, Amanda Tarr our lead programmer, and all of the programmers for doing a great job focusing on what to implement when -- with a project this large and lasting this long, keeping on top of this stuff take a lot of forethought, skill, and experience -- I can't say how proud of the team I am http://www.vanguardsoh.com/forums/images/smilies/smile.gif
Weiterlesen... (http://www.vanguardsoh.com/forums/showthread.php?p=1394889#post1394889)
Originally Posted by Thickskull http://www.vanguardsoh.com/forums/images/buttons/viewpost.gif (http://www.vanguardsoh.com/forums/showthread.php?p=1390754#post1390754)
Manaleeshi, is it the lack of atmospheric haze that is bothering you?
If you watch some of the earliest color films (usually cowboy movies) you'll see no gradient from darker to lighter blue towards the horizon. If you go outside now, that white haze near the horizon is purely pollution from humans over the past 50 years.
The Vanguard sky shots are merely showing a pollution-free sky. This looks weird and unnatural to those of us not young enough to remember what it looked like before we polluted it. If you brought someone forward in time from the 1930s, they would find the white sky we have now to be weird and unnatural.
We do have some work to do with atmospheric distortion, heat effects, etc. A lot of those little touches together make a big difference. They can also be added closer to launch because they are shader effects and don't cause artists to have to re-visit the world, or designers, etc.
There are a lot of little effects that will get into the game before launch. There are many more we'll be able to add after launch when hardware that most people have support these new technologies.
Then there are tougher effects, like environment shadows, that we're waiting until closer to launch hoping that cards get faster and there are better ways to implement it. We know how to implement it now -- for example, EQ 2 has it. But it's really slow and most people don't play MMOGs with them on, so our thoughts are, why spend the time to code a temporary fix now when we will re-write it later? One answer is that it *would* make screenshots look a lot better, but then we have to way that against all of the *real* code that needs to be written *now* and just take our lumps for not having the shadows in place yet.
What I do know is we've been really smart about this stuff so far. Sure, we've made mistakes, but overall making the hard calls as to when to code something now, or when to wait, etc. I think we've done pretty well. Big credit to Ryan Elam, our Dir. of Technology, Amanda Tarr our lead programmer, and all of the programmers for doing a great job focusing on what to implement when -- with a project this large and lasting this long, keeping on top of this stuff take a lot of forethought, skill, and experience -- I can't say how proud of the team I am http://www.vanguardsoh.com/forums/images/smilies/smile.gif
Weiterlesen... (http://www.vanguardsoh.com/forums/showthread.php?p=1394889#post1394889)