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Old 11-24-09, 12:39 PM   #1
misfitdreamer
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Default interiors - a concern.

i think it's great that ubisoft is modelling the entire uboat interiors. thats definitely going to provide alot of immersion as you'll be able to see crew activities performed. however, take a look at these two screenshots - one of sh5 and the other of sh3.





is it just me, or do the interiors in sh5 look less detailed and more simplified than the interior command room of sh3? i suppose that they might need to be simplified to conserve ram (as more rooms are now being modelled). and it looks as if the player models are of higher quality too. i guess what makes me nervous is that with a sequel quality shouldn't be taken away because of new features. the quality should be improved and built on top of. but that is my take, what do you guys think ?
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Old 11-24-09, 12:46 PM   #2
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Wait for next screens or SH5 movie.
This is too complicated to find differences between these models now.
Please remember SH5 screen was made during production.
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Old 11-24-09, 01:04 PM   #3
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From what I can tell from the comparison, level of detail is at least equal. SH5 looks a lot better though.

But you're right; they might have toned it down a little to be able to model the whole boat without requiring a 1GB card as minimum.

I think I prefer being able to roam the boat, compared to being confined to CR & CT.
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Old 11-24-09, 01:32 PM   #4
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Quote:
Originally Posted by Arclight View Post
From what I can tell from the comparison, level of detail is at least equal. SH5 looks a lot better though.

But you're right; they might have toned it down a little to be able to model the whole boat without requiring a 1GB card as minimum.

I think I prefer being able to roam the boat, compared to being confined to CR & CT.
Agreed.

also as Antar said.... the SH5 screenshot was taken during production and does not necessarily represent a finished game.
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Old 11-24-09, 01:47 PM   #5
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I agree that the SH3 interiors were expertly done. Some of those modelers must've banged their heads on the walls when it was decided not to allow movement through the sub .
The SH5 interior has much better rounded objects. It has probably twice as many polygons. It has superb dynamic lighting as opposed to shadow textures. The textures seem to be twice the resolution. I mean, just look how well the dials look. It needs to be much cleaner because this time you and the crew will move around and collide with the objects. So even though the interiors will not look as photorealistic as the ones in SH4 (the fleet boats), they are a huge leap forward from SH3 .
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Old 11-24-09, 02:55 PM   #6
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The comparison when SH5 is released should be an interesting one....though I'm still extremely hopeful of a good looking SH5 interior.
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Old 11-24-09, 04:29 PM   #7
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Looks good to me.
If everything works as well as it looks, we should be in good shape.
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Old 11-24-09, 04:32 PM   #8
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It's just you.

Seriously though, would it kill The Devs to let us see one new screenshot?!
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Old 11-24-09, 04:37 PM   #9
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Is this a repeat of past mistakes?
As in, is that an officer (again), or petty officer, standing at the chart table?

IMO, getting things like this right is much more important than a pretty interior one can walk through.
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Old 11-24-09, 09:47 PM   #10
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Ive been thinking the same thing, i think its down to sh5s lighting, although realtime shadows/lighting is better in sooo many ways it can look a little sterile compared to pre-calculated stuff (especially in still shots), sh3 is all lovely soft shadows which gives a great ambience even if it is all just a lightmap texture. Whereas sh5 looks to be all hard edged stencil shadows and quite a bright ambient light.

Its not really fair to judge based in pre-release shots, i have no doubt however it looks it`ll be an amazing feeling to walk through my sub and see the crew going about their daily routines.

Its probably a bit late in the day for engine changes but they could still go the route other engines like ue3 take which is to use realtime shadows on anything that moves and pre-calculated maps on static environmental objects, that way you can throw all sorts of lovlieness at the pre-calc stuff like ambient occlusion / global illumination etc and still have the benefit of dynamic character shadows.
 
And now for no particular reason heres some pretty sh3 shots...




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Old 11-24-09, 09:52 PM   #11
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Quote:
Originally Posted by The General View Post
It's just you.

Seriously though, would it kill The Devs to let us see one new screenshot?!
Not up to them. It's up to Ubi corporate marketing.
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Old 11-24-09, 10:09 PM   #12
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Quote:
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Its probably a bit late in the day for engine changes but they could still go the route other engines like ue3 take which is to use realtime shadows on anything that moves and pre-calculated maps on static environmental objects, that way you can throw all sorts of lovlieness at the pre-calc stuff like ambient occlusion / global illumination etc and still have the benefit of dynamic character shadows.
I have a feeling that's exactly what they're doing.

Since all the lights have fixed positions, no one would see the difference. Plus, having the shadows baked in means less for the GPU to process. Having it run on lower spec systems is something they simply have to do to reach as large an audience as possible.
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Old 11-24-09, 10:17 PM   #13
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They should have taken GWX and updated all the graphics to hires wide screen!!
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Old 11-25-09, 05:58 AM   #14
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looking at the screenshots, the missing details in SHV are minimal.
The kind of detail you only miss when analysing screenshots - not when you are actually playing the game.
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Old 11-25-09, 06:59 AM   #15
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Quote:
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Is this a repeat of past mistakes?
As in, is that an officer (again), or petty officer, standing at the chart table?
How do you think this is an officer?
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