i was watching an old video of crysis, but seriously it still stand up with today standard , awesome to see that it age great even after 10 years. notice the bending leaves, broken tree, tessellation , real time GI, realtime area light etc
Yet one of Unity’s top fps games Rust is over bloated memory chewing garbage with atmospheric fog and overbright lighting cancer during the day and a night time with a full moon that makes you wonder if the effing developers have ever been outside for longer than 20mins to see that night time doesn’t need to be sodding pitch black to the point you can barely see sh:it … same goes with 7dtd also got a really sh:it night time…especially when you use a full moon texture, damn idiots.
Honestly its shocking just how good Crysis is for a game made over a decade ago (gonna go install it now) when todays games can’t even get the basic sh:it right…and seems to be growing trend for shoving sh:ity post effects and over doing it with fog / poorly tweaked atmospheric rayleigh everywhere… hell even ark survival looks like trash when you take down the settings (having it on high just hides the inherent flaws in someones bad idea of overbloom), to the point where sunlight just has this obnoxious overbloom bright white lighting sh:it everywhere. While it seem Crysis on low settings back then was still damn pretty. Just piss poor optimizing really and clueless visual design tweaking.
Yeah, I can’t believe Crysis, a game that cost more than $20,000,000 to make, that had a dedicated team of artists, and was designed as a graphical showcase that wouldn’t even run at more than 30fps on the best hardware of its time has a nicer overall aesthetic than an indie FPS.
You could improve Rust and alot of indie games just by toning down all the shitty post effects and piss poor design decisions like for a start the settings on the day/night lighting shaders.
I didn’t know it took 20million to hire someone who can see problems the postfx, fog shit and poor lighting, is no accounting for taste I guess.
And as far as cost to make and in hiring artists, I think you’ll find Rust, 7DTD, Ark etc aren’t in the indie budget pit anymore, infact they haven’t been in that constraint for years now as they sit milking early access for years. Personally indie fps doesn’t have to look this bad and many have done a better job on far less, I’m just calling out some of the bigger known ones whos budgets near or are nearing that of a over 10 year old game for comparison sake.
here is a rust mod from a few months ago… http://oxidemod.org/plugins/timber.2565/
here is rust latest tree falling update… https://rust.facepunch.com/blog/devblog-186/
meanwhile the game chews up ram and paging file with useless workshop skins and server performance gets crapped on because of 100’s of useless item drops get left rattling on the ground for players in multiplayer games who don’t even want to pick up that useless crap.
please don’t make laugh excusing shit development on modern games that are bringing $$$, for the most part it isn’t exactly the budget that is the real problem here at all, so much as it just plain bad design decisions and wack priorities…like the continually creeping sjw cancer infestation.
Q: If Crysis had $20m spent on it’s development over a few years how much has Unity had spent on it over it’s lifetime?
Seems like Player7 is on a rampage to stamp on evil Unity developers that dare finish titles… in any case I doubt I would be able to match rust for sheer scope, it’s an impressive title by any means.
It’s super easy to say you’ll improve this and that, but really the only way to prove it, is to go and do it.
Back on topic - Crysis was an AAA title, and it proves just how futile it is for indies to dare go beyond cubes.
heh I’m just calling out some things, obviously there is much involved in any of them… multiplayer especially, they aren’t simple indie games that just anyone could match upto atleast not without help for certain areas.
Now, now Hippo, I think you’re understating what these indies can do… I’ve seen some damn good looking 3D RPG mobile games like the one from Joe what’s his face…
I can’t really say things have improved dramatically graphics wise (as a constant) over the last five to ten…It’s just more stuff, less annoying things like screen scaling for deferred renderers because the Xbox 360 would melt otherwise. I remember seeing the PBR comparisons for Ryse and thinking yeah there’s a whole 2% difference there…
Got to admit though engines have become far better at making screenshots…
Anywho, not too sure what the point of this thread was unless it’s a cheeky way of saying… Go use CryEngine (or LY).
I’m almost tempted to try crysis again. It ran ok on the hardware I had at the time, which I think was dual 8800 GTs in SLI.
I’m impressed by their trees tech, breaking where you shot them. An interview with PCG back in the day mentioned that it took about 1 year for them to develop it, and then they can it for the sequels.
if (typeof(MultiPurposeEngine) == typeof(AAAGame))
return "You may have a point.";
else
return "Apples and oranges.";
Because sequels had to run on consoles as well.
Weren’t the parallax depth and tessellation details added later when DX11 came out?
There are other indie fps games to play other than Rust.
I hear Escape from Tarkov is pretty nice looking. ![]()
If we’re not careful though we might start the fun side topic of “What qualifies you as an indie?”. Because Escape from Tarkov is most definitely somewhere in the millions of dollars for a budget. That said if Tarkov doesn’t count neither does Rust and then suddenly we’re no longer talking about indies. ![]()