[quote]Graphics = how many lego pieces you have, Aesthetic = what you actually build with them[/quote]
frostbite 2 gives developers the ability to make things blue(or green or red or yellow) and have lens flare / chromatic aberration everywhere, but it's up to the developer to decide how they implement it into their aesthetics(from super obnoxious to not at all)
[QUOTE=zombojoe;38741396]Frostbite is a shitty engine because everything has to be compiled and then cooked. Making it very hard to roll out patches as they will have to replace large amounts of redundant content.[/QUOTE]
oddly enough, so does
pretty much every other engine
[QUOTE=T3hGamerDK;38741797]Also calling it a graphics engine, when in fact it's a game engine. Frostbyte 2 accounts for, iirc, game logic, physics and a lot of simulation stuff as well as having a "graphics engine" built in.
The problem, which is mentioned by Appolox as well, is that people are so focused on the engines when trying to sound smart, when in fact it's the game itself. There really is no major game engine that ANY modern game couldn't have been made with. I mean, most modern FPS games could even be made using the same game engine driving Xonotic; Darkplaces. Darkplaces is a heavility-modified Quake 1 engine THAT STILL STANDS. Not as impressive as most modern engines, but you could, in practicality, make the essentially same game with most available game engines.
It's, for the most part, only a matter of taste and price.[/QUOTE]
it would really really suck if you tried a large outdoor environment like crysis with bsp
[QUOTE=Appolox;38750988]How about CryEngine? I'd read engine specifications but I can get straight answer here, I know that baking light into lightmaps also helps lower end pc's to run it, I only saw UE4 demos to have full dynamic lighting and global illumination realtime.[/QUOTE]
cryengine 3 uses a super imprecise type of radiosity that allows it to run in real time - doing actual radiosity calculations in real time isn't really feasible in videogames atm
UE4 isn't really feasible with current "mainstream" video game hardware
[QUOTE=Paul McCartney;38755701]
I wouldn't call UE3 a plasticy engine, it's just that everything looks like it's made of metal, or some odd form of carbon fiber.[/QUOTE]
*
material definition = art stuff
[QUOTE=werewolf0020;38758186]any game ON ANY ENGINE can be unique if YOU know how to use it
its up to the artist and the people on it about how to use it[/QUOTE]
not entirely - in order for an artist to use a graphical feature, the engine has to support it
you'd have a pretty hard time making half-life look like crysis without messing about with the engine
you guys are forgetting that almost no one rebuilds a recently bought engine for his needs. everyone just does maps and models, maybe adds a couple of shaders, all graphics stuff is on default.
Edit: yeah whatever but this is the first thing that comes to mind when the differences between bf3 and moh shitfighter are lack of destruction and shittier textures, also any ue3 game (not mirror's edge hurr durr) looks the same (default DOF, lack of non-postfx AA, default shaders, default fucking EVERYTHING)
why am I even saying this if people think that blue tint in bf3 looks good
[QUOTE=qwerty000;38765455]you guys are forgetting that almost no one rebuilds a recently bought engine for his needs. everyone just does maps and models, maybe adds a couple of shaders, all graphics stuff is on default.[/QUOTE]
You don't have to rewrite an engine to not use color grading and lens flare what the fuck
[QUOTE=qwerty000;38765455]you guys are forgetting that almost no one rebuilds a recently bought engine for his needs. everyone just does maps and models, maybe adds a couple of shaders, all graphics stuff is on default.[/QUOTE]
Yes, but models and shaders = graphics stuff
[QUOTE=qwerty000;38765455]you guys are forgetting that almost no one rebuilds a recently bought engine for his needs. everyone just does maps and models, maybe adds a couple of shaders, all graphics stuff is on default.[/QUOTE]
You're forgetting about the game logic code, but other than that, yeah, that's pretty much the difference between games. Not the engine code, but the game code and data. As such, it should become clear to you that visuals are not part of the engine, but the game data.
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