Supreme Commander preview on IGN
Posted: 2006-03-14 11:48pm
Get your fill of sci-fi, science, and mockery of stupid ideas
http://stardestroyer.dyndns-home.com/
http://stardestroyer.dyndns-home.com/viewtopic.php?f=24&t=87204
C&C Generals animation of the units was very poor.Aaron Ash wrote:I'm going to take the devils advocat position here a little - I really don't see why everybodies getting so worked up about the graphics. Techincally they don't seem particularly impressive (judging from the screenshots). I see no dynamic lighting, only basic shadow maps and pretty low res textures
All of which has what exactly to do with my comparison of its graphics to those of Supreme Commander?Xon wrote:C&C Generals animation of the units was very poor.
The terrain was 100% static, only had short lived decales applied to it. The buildings look more pasted on there than anything else, The interactivity between the units and the the terrain was rather tiny. The units themselves where rather blocky, and the texturing wasnt that great. There where no smoke effects and the explosions looked pathetic(very small ultra short lived affairs).
But worse, the game ran horrible, even after patching, even on rigs vastly more powerful than what it was designed for it runs horribly.
The graphics in C&C Generals where highly static and poor, even by the standards of the time.Aaron Ash wrote:All of which has what exactly to do with my comparison of its graphics to those of Supreme Commander?
I disagree, but that is not the topic we are discussing - and still has no bearing on a comparison between the graphics of the two games. I can only assume you mean to say that Supreme Commanders graphics will not be as "static" then?Xon wrote:The graphics in C&C Generals where highly static and poor, even by the standards of the time.
Are you suggesting that Generals - and by extension other games that use similar rendering techniques are not "real time"? Care to elaborate on which specific rendering techniques you consider to be "tricks"?Xon wrote:Half-way decent explosions, smoke and fire effects (which the image you linekd to had rather good version) are some of the harder problems in realtime Computer graphics.
You do realise that there is hardly a single element in that screenshot I posted of Supreme Commander that it renders in a significantly different way to Generals? The smoke is composed of sprites (look at the line cut-off lines where they intercept the ground) exactly as they are in Generals, the fireballs in the explosions use sprites for the smaller flames and animated geometry for the larger ones just as they are in Generals. In other shots there are a few graphical features it has that Generals does not - for example pixel shaded water, and normal mapping on the models; but these are hardly ground breaking techniques and have been employed for years.Xon wrote:Highly static graphics allow for significant pre-rendering tricks but utterly hit interactivity.
It's like they're reading our threads.You may also like the mobile tank factory, which is submersible and has battleship guns.
The terrain and buildings are rendered are mapped onto a 3d mesh(in the case of the buildings onto what amounts to a cube). The detail is purely the result of the pre-rendered drawing. There is no change in detail as you rotate the view point or the like. It is a glorified background image.Aaron Ash wrote:I disagree, but that is not the topic we are discussing - and still has no bearing on a comparison between the graphics of the two games. I can only assume you mean to say that Supreme Commanders graphics will not be as "static" then?
For Supreme Commander, they arent using 2D sprites billboarded for explosions.You do realise that there is hardly a single element in that screenshot I posted of Supreme Commander that it renders in a significantly different way to Generals? The smoke is composed of sprites (look at the line cut-off lines where they intercept the ground) exactly as they are in Generals, the fireballs in the explosions use sprites for the smaller flames and animated geometry for the larger ones just as they are in Generals.
Yes - that is what is known as the textured polygon, I am very familiar with them, I work with them every day. Every 3D game made (aside from a handful that I can almost count on one hand) use textured polygons, they are an international standard for graphics - and Supreme Commander uses them too. The most recent big innovation for textured polygons is the use of normal maps to complement the textures - Supreme Commander does use these (although they don't seem to be turned on in the screenshot I linked), but it is hardly unique as they have been used in game for atleast a year now (Doom 3 was one of the first big name games to have them).Xon wrote:The terrain and buildings are rendered are mapped onto a 3d mesh(in the case of the buildings onto what amounts to a cube). The detail is purely the result of the pre-rendered drawing. There is no change in detail as you rotate the view point or the like. It is a glorified background image.
Do you have a source for that? What you just described is a particle effect - they are not an alternative to sprites, they are the most common modern method of using sprites in games. And guess what? It's the same one Generals uses too. Each "1D" pixel as you describe it is used as a mapping point for a sprite, hence layering multiple sprites somewhat randomly ontop of each other to create a complex and dynamic effect each time.Xon wrote:For Supreme Commander, they arent using 2D sprites billboarded for explosions.
The smoke is the result of 1D pixels, lots of them. Same with the fire effect. The result of the sharp cut-off is because the 1D pixels do not interact fully with the enviroment, as it is computationally too expensive. Slight variations to the basic shape are compuationally cheap without resulting in everything looking damn identical.
They most certainly are shadow maps, and not particularly advanced ones as the objects do not self-shadow; A more advanced shadow map or shadow volumes (again, Doom 3 is an example of these) would allow things like tank turrets to cast shadows on their hull.Xon wrote:And the shadows sure as hell are a little more involved that simple static maps, given you can see the shadows accurately cast onto the ground when pieces rotate around.
Exactly my thoughts - this is the sort of screenshot that make me really look forward to the game, this new batch of shots smaller scale battles are just a little "meh" in my opinion.Arthur_Tuxedo wrote:Correct me if I'm wrong, but the point of this game is to have a shitload of decent-looking units on-screen at once, all firing powerful weapons. Therefore, each unit can look worse than some other games and the overall graphical "wow" factor will still be higher.