Switch said:
Well said blade... The reasone for chosseing the source engine by me was the scalability factor mainly... Otherwise for both Farcry and DOOM III you need quite decent machines...
Also before seeing Gary's mod i was also not in favour of the source engine and was all set for FarCry(I still beleive its a better game then HL2 but thats a alltogather a different issue) but after seeing the mod i realised what all you can do with the game... Yes source also has its negatives cause 20x20 cube maps but then again it makes up in a lot of different areas...
@anishcool You said you liked the graphics of Doom III but seriously did you enjoy the game that much... Graphics doesnt make up for the game...
Like you said, it's an altogether different issue.
It's public knowledge that doom3 the game was mediocre at best.
But it was excellent for what it was, dark, moody and extremely fun to load random maps and play in the dark with the sound turned up.
Although hl2 is one of the best fps's I have played,, I don't feel like playing through it again.
The levels are just too story driven.
So the gameplay aspect is very much subjective, but yeah hl2 was the better game. The sense of scale, the story, the epic strider battles, too good.
Switch said:
People voting for DOOM III engine please mention why DOOM III...
Look beyond the gameplay, there's so much more to d3tech than what was shown, we are talking strictly engine superiority here.
Doom3's graphics were not even a proper flex from the d3tech muscle.
The damp, cramped feel was a design decision not an engine limitation as made more than obvious by how id (yet again) stamped their authority in graphics engine development with the quakewars videos.
They are not ue3 quality, but ue3 is epic's next-gen engine,
this is id's current-gen!
After watching those videos I can safely say d3tech is the most advanced current-gen engine.
The outdoors were infact better than even farcry. Although it may not seem that way but you have to realise that a wartorn battlefield won't look nearly as aesthetically pleasing as a tropical island - noone makes postcards featuring maintainence shafts.
Turns out d3tech can do the paradise island look afterall (complete with the water) and added with it's unrivalled superiority in indoors rendering and unified lighting there's just no competition.
Comparatively source environments just feel too clean and synthetic when rendering natural scenes (highway 17).
There's only so much you can do with source.
Bloodlines comes to mind, it tried to use 'somewhat' bigger maps and fell flat on it's face.
The scalability of source is practically a given since the engine doesn't look any special (slick yes, but still very much 2002) even at the highest details.
Some of the levels in hl2 looked like something based on the quake3 engine with hi-res textues slapped on to them.
Valve did an extremely good job with the art style of the game and created some of the best looking urban environments for hl2. The part with the bridge, the railway yard and the look of trains etc. were simply too cool, easily the best urban environments in any game.
Full credit to their texture artists and game designers for that.
Design is law but the thread is about technology and the fancier effects are limited only to some pretty shader work seen occasionally (like the water in water hazard).
I recall someone made a ut2004 map using hl2 assets and achieved the exact same look. Someone even remade a hl2 map under doom3 and it actually ended up looking better, don't think the inverse is even possible.
Doom3 and farcry may need beefier machines but god knows it's power well spent.
While it may be agreed that all maps in doom3 look pretty much the same but just so much subtle detail is put into every nook and cranny - cables, wires, lights, lamps, broken hardware, display panels, smeared blood, overhead piping, ducts, grills, shattered glass, rails, rusted metal, dead bodies, reception terminals, random machinary and equipment...
Shots taken on medium texture detail and not as sharp as what the game has to offer.
Blade_Runner said:
Thats hardly an argument mate . Is hl2 in any way inferior to doom3 or farcry ? U name any feature that any new game has which is absent in source engine. Shaders, bump mapping, advanced effects like particles, smoke etc, skeletal and bone animation system, one of the best lip synching , physics tweaked to the max, decent AI, and a powerful SDK and toolkit.
Did i miss anything ?
All fake shadows (not that it matters as long as things look good but the bigger picture is engine superiority here), inability to handle large maps completely, the gixxed texure handling has trouble with the single layered flat textures at high detail with 512mb ram while farcry does exactly that with 2x sharper textures + bump-glossmaps + individual detail maps for each texture.
And, what bumpmaps?
Blade_Runner said:
And yeah dont expect Carmack to say "yeah basically the source engine was way ahead of its time and so is good to go even today " Carmack is god in his own might but off lately he has been too obssessed with "Grafixs" part and getting hi-polygon count. He himself said he wanted more hi-fidelity graphics and hi-fi and crisp graphics would drive the market forward
When discussing engine prowess, graphics is
the criteria. They aren't called graphics engines for nothing.
What's the point of bringing ai, quality of character models, interactivity and gameplay into the picture, those are ever changeable depending on whichever developer is using the entire game engine package to serve it's ends.
It's a known fact id doesn't make good sp games, only techdemos.
Run-and-gun standard crap, but look at sof2 and the modern ww shooters built using the quake3 engine.
Even so hl2 does NOT have good ai (no game does except maybe sof2 and farcry), the rebels blocked far too many corridors than I would like to remember.
iirc we were promised a completely un-scripted ai, not that I am complaining (dog raping combine armored cars is up there among my top gaming moments).
And doom3's cone head models are a non-issue. Get the hi-poly patch, there's no performance hit, weird why they ever used those in the first place.
id's 3d modelling staff hasn't been top notch ever since they fired paul steed.
So aside from the facial expressions and skeletal character posing (just that though because d3tech is miles ahead in the actual character animation part, look at the imps and hellknights walking, each limb feels like it actually has some weight associated to it), I really don't see how source can even be considered for a modern graphics engine comparison. It's just too dated.
And the poll reflects that, although I am surprised only 3 people other than myself voted for cryengine.