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Fallout 4 Pre-Release Discussion [GAME RELEASED, GO TO NEW THREAD]

Utgard-Loki

Arcane
Joined
Dec 29, 2011
Messages
1,925
not only is that retarded, it is wrong: the console version s not running at a steady 30 FPS.

let that sink in: it actually has performance issues on the consoles.
 

Anthedon

Arcane
Patron
Joined
Jan 1, 2015
Messages
4,801
Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire
It was pretty clear consoles would struggle to sustain "solid 30 FPS" when they released the lunatic PC hardware requirements.
 

Cadmus

Arcane
Joined
Dec 28, 2013
Messages
4,280
not only is that retarded, it is wrong: the console version s not running at a steady 30 FPS.

let that sink in: it actually has performance issues on the consoles.
of course it's gonna have problems on consoles
I don't remember seeing any nice looking PS3 game that wouldn't have framerate drops. It's just that the consoletards don't mind it.
I got used to it too. I had a friend who finished Gothic 1 by running with his camera turned to the floor so that the game would at least be playable.

Never had anything run at 60 FPS.
 

Necroscope

Arcane
Joined
Jul 21, 2012
Messages
1,985
Location
Polska
Codex 2014
I DO care about graphics, but more in terms of art direction than meshes/textures resolution.

Take Silent Hill2:
Y9KQrzo.jpg

xugpMxW.jpg

DB54M37.jpg

g0eGNXB.jpg

CfGvCj6.jpg
It still looks great after all these years, without shitworks and tons of eye-melting post processing filters. It seems like back in the day game designers focused more on the overall mood; lighting, colors, music etc. as one big picture rather than separate elements.
 

Cadmus

Arcane
Joined
Dec 28, 2013
Messages
4,280
The textures used to look better for some reason. If you look at MGS or Hitman 1 or the Silent Hill games or anything really, you see the textures are of high quality and already with elements that are now replaced by shitty effects that don't work half as well. Bump mapping doesn't look as good as a well-drawn floor tile placed under the right lighting and in the proper context.
 

CrawlingDead

Learned
Joined
Apr 22, 2015
Messages
147
Location
SoCal
just because it's not essential, doesn't mean it's not still pretty important
How did we get to this hipster bullshit? I remember vividly how everybody used to want better graphics, everybody was excited about how the new games would look like. Now because everything has been stale and stagnant because of the shit consoles, this stupid mentality developed to rationalize it or something.
Wanting your game to look nice is considered stupid now.
The hobby is going to shit, all kinds of furries and posers abound -- some who just want acceptance for their weirdo tendancies and some who just want to pretend they actually know a thing about the roleplaying genre.
 

TheHeroOfTime

Arcane
Joined
Nov 3, 2014
Messages
2,966
Location
S-pain
Closer.jpg

Silent-Hill-3-PC.jpg

latest

The Silent hill tetralogy is a very good example of not only a great art design, is a great example of a SMART use of the current technology and the art direction to suply where the technology fails. The fog for example, whose became a classical element of the franchise, is a manner of hide the low loading vision of the game, which at the same time allows a high load in a short range. Bethesda never did something like this. They start to create their games, adding and placing everything without caring about nothing. And when they have their game finished, they realize that it is full of bugs an programming errors. But then the launch date is very close, so they must launch the game and fix it through patches in the future. "After all, who cares, if the specialized press never punish us for that" says Toddie while he swims on tons of money. And all of this is said by a fucking Bethestard as I am.

I really like the art direction of Fallout 4, I mean:

fallout-4-protectron_1920.0.jpg

20150607112458410.jpg

Fallout4_E3_ReadytoGo_1434323999.jpg

This shit looks pretty gud for me, more similar to Fallout 1, without retarded green/orange filters and stuff like that. But I know that, when I play the game, I will find a lot visual bugs, clipping, framerate drops, poor animations, poor facials, and a lot of stuff that will spoil all the art direction of the game.

Bethesda, Bethesda never changes.
 
Joined
Jan 11, 2015
Messages
629
That picture of the city is awful though. Why don't devs set out rules for texture resolution to mesh size so that we don't end up with so many environments where the level of detail on the objects is basically random?
 

Frozen

Arcane
Joined
Jan 1, 2014
Messages
8,743
How can FO4 "art" direction be good when models look like plastic toys?
And I don't think its intentional.
Its a combo of people working on it having no taste&lazy and restrictions of 20-ish y old engine
 

Adon

Arcane
Joined
May 8, 2015
Messages
667
The weird art direction seems to come from the plastic-like textures, and being really colorful in certain parts. It took me a while to realize why that kept bugging me until I saw how the blood splatter looks and it's just cartoony.
 
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