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Is vegetation going to be reworked?

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Who would have thought that when you make a newer game the graphics get better!  <_<

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Steam Early Access fucked up the definition of alpha for video game development.

 

Reaching alpha is the second most important milestone in my opinion (do you see a trend here?). The idea behind alpha is that your programmers should no longer be actively breaking the code base with new features but rather shifting their focus to cleaning up the code base. To allow yourself to reach alpha you must have the courage to announce to the team and to executive management that you are feature complete. Announcing it really is not difficult; more difficult is resisting the urges from the team, beta testers, and executive management to add more features to the game. The only fair thing to do if a game reaches alpha and then new features are implemented is to drive the game back to alpha again before moving on and attempting to reach beta. That is, after adding a bunch of new features, you should ask out loud, “Are we good now? Feature lock?”
 
JARGON: Alpha—the point at which a game is feature complete.
 
To determine whether or not you are at feature lock, you will need to do two tasks: Compare the alpha candidate build to the maintained design documents and determine if all of the planned features have been implemented. Next you need to play the game as a team and honestly determine if the game is fun or not. Feature-complete games will be fun with bugs and balance to address, and games that are not fun need something more or something less. Either way, you are not alpha on your way to beta, instead you are still in production. If your budget allows, it is always good to perform some focus group testing on your alpha build. Reportedly Microsoft is the king of focus groups with specialized focus group testing experts who use rooms with one-way mirrors and many other sophisticated techniques to ferret out the true opin- ions of the unbiased alpha testers. Another group of alpha testers should be the marketing team. I know, I know, great salespeople are able to sell snow to Eskimos, but I always feel better when the marketing folks under- stand my games and really get behind them.

http://www.onlinedesignteacher.com/computer_games_design/docs/Game%20Development%20and%20Production.pdf

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All I know is that the trees in your first picture cause massive frame drop while in their proximity. A major irk for me in the mod and now the standalone.

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This crap about it "only being an alpha" is bullshit. Every game we release in alpha is fully playable. There might be placeholder game features in place but what you see in alpha is usually close to what you see upon commercial release.

 

DayZ is entirely playable, and but not feature complete hence: alpha.

 

 

Steam Early Access fucked up the definition of alpha for video game development.

 

http://www.onlinedesignteacher.com/computer_games_design/docs/Game%20Development%20and%20Production.pdf

Guess you should go correct Wikipedia, the dictionary and every other source I've ever seen...

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You guys should give this a read: http://forums.bistudio.com/showthread.php?148861-Rendering-grass-at-long-distances-My-thoughts-about-it

 

The problem I have with RV engine is the fact that the game doesn't render the grass or small objects beyond a very short distance, meaning hiding in grass is pointless.

 

Low res trees aren't that bad tbh... There's a LOT of them remember!

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Arma 3 engine is so much has better than whatever is used in dayz

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  • IV: Mediterranean
    • Winter rainy season and summer drought
    • Sclerophyllous (drought-adapted), frost-sensitive shrublands and woodlands
  • V: Warm temperate
    • Occasional frost, often with summer rainfall maximum
    • Temperate evergreen forest, somewhat frost-sensitive

 

 

While Chernarus is a Taiga type biome. They are not really similar in climate.

 

Chernarus is most certainly not a Taiga-like biome.

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Chernarus is most certainly not a Taiga-like biome.

Oh, really? The type of vegetation begs to differ.

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Arma 3 engine is so much has better than whatever is used in dayz

 

Still shit at rendering grass 20 meters in front of you though.

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Oh, really? The type of vegetation begs to differ.

How so? A Taiga is characterized by the overabundance of coniferous trees, alongside poor soils, occaisional permafrost, usually between 50 to 70 degrees of latitude.

You do realize other parts of the world can have coniferous trees, right? I would more accurately put Chernarus firmly within temperate deciduous territory. I tend to see far FAR more deciduous trees than conifers, with conifers predominating as you increase in latitude in-game.

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Oh, really? The type of vegetation begs to differ.

 

Nope. Taiga is something you'll find in russia, nordic countries, canada etc. NOT in chernarus.

 

Again, I live exactly between greece and the czech republic, I literally need to drive for half an hour to see a biome exactly the same as the one you're calling taiga.. only, it's not taiga, because I'm on the Mediterranean.

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Nope. Taiga is something you'll find in russia, nordic countries, canada etc. NOT in chernarus.

 

Again, I live exactly between greece and the czech republic, I literally need to drive for half an hour to see a biome exactly the same as the one you're calling taiga.. only, it's not taiga, because I'm on the Mediterranean.

Cept' Chenarus is technically the Country of Georgia.

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To me, the dayz vegetation looks like everyone did their separate tree/bush then added them in the game. They just spark with different tones and the time of day/light has almost no infulence on them. Same goes for grass, the lightning on the grass and the trees just doesn't match. Furthermore, even on higher settings, the low-poly versions look extremely blocky from a distance unlike in arma 3. 

 

Compare this:

 

 

To this:

 

Not only does the vegetation on the second image look much better, the lightning feels a lot more natural and the scene as a whole feels lightyears ahead in terms of realism. Can we expect improvements in this field?

 

Yikes to the shot in Arma 3, all washed out colors.  Foliage in Dayz SA is one of the best I've seen around. Settings are a lot to do with it, as is draw distance. A bit heavy on the AO but maybe you will see this differently...

 

Sniper_2_s.jpg

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To me, the dayz vegetation looks like everyone did their separate tree/bush then added them in the game. They just spark with different tones and the time of day/light has almost no infulence on them. Same goes for grass, the lightning on the grass and the trees just doesn't match. Furthermore, even on higher settings, the low-poly versions look extremely blocky from a distance unlike in arma 3. 

 

.....

 

 

Not only does the vegetation on the second image look much better, the lightning feels a lot more natural and the scene as a whole feels lightyears ahead in terms of realism. Can we expect improvements in this field?

 

 

The main difference between Chenarus and Altis is the time of the year. Its a fall in Chenarus and summer in Altis. Thats why there are so many different colors on Chenarus.

Also it means that sun isnt as high anymore, so with little imagination you could think that thats the reason Altis is a bit brighter.

 

But in general the light effects are obviously better in Arma 3.

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I am from central Europe and the vegetation looks correct - beginning of autumn. In fact I am amazed how the atmosphere of villages between forests is implemented with a good feeling. They know what they are doing.

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