Posted 23 February 2012 - 05:45 PM
Posted 23 February 2012 - 08:00 PM
either way, if your thinking pattern is correct, it's good to hear some positive opinions out on GR:FS and i look forward to seeing how it turns out.
"If you feel truly passionate about something, you will gladly spend a lifetime pursuing it"
FEMAL3 status: Alpha 2. DiamondBack Status: On hold. Excam Status: Being Refined
Posted 23 February 2012 - 08:18 PM
Edited by 101459, 23 February 2012 - 08:19 PM.
Posted 25 February 2012 - 06:35 AM
This version of YETI appears to be a deferred render engine, and anti-aliasing appears to have been judiciously applied to render targets making everything look very sharp, theres no nasty Z fighting artifacts like we still see on DICE's or Epic's engines, and there's a bit of the 'uncanny valley' effect on the player models not unlike what you see in L.A. Noire sans the impressive facial and character animation of that game.
Contrasting this game with what's been shown in the GR:FS videos has me even more enthusiastic about GR:FS's PC prospects; this is a very capable and efficient engine, and it looks a fair bet we'll have a game that's certainly an aesthetic cut above anything that came before it, and perhaps even raises the bar for realism game's on PC.
It would be neat to see Ubisoft take an understated and underexposed approach to the PC release, and pleasantly surprise everyone including the cynical pundits... Might even happen!
Edited by 101459, 25 February 2012 - 06:40 AM.
Posted 25 February 2012 - 07:14 PM
As every iteration of the Unreal engine supports high granularity configuration for PC and render settings, it might be good to start a 'wish list' of features that were supported in Unreal 2.5, but are disabled or don't appear to be offered in YETI as yet like:
· configuration console
· frame rate telemetry
· latency telemetry
· fov adjustment
· a real server browser (in addition to any default 'match making' feature)
· advanced render settings
So, not in line with some of the initial hypothesis explored in my first post, but interesting and promising nonetheless as it shouldn't be too difficult to incorporate coveted PC features. Depending on what middleware is licensed in the engine, and how that's been done -- being derivative of the Unreal 2.5 renderer could also bode well for mod-ability...
Edited by 101459, 25 February 2012 - 10:45 PM.
Posted 28 March 2012 - 04:42 PM
Posted 30 March 2012 - 03:42 PM
Yup it's YETI too and I commented about this elsewhere... It's a little strange that the same studio that is making GR:O will also be doing GR:FS and it would be stranger still if GR:FS PC was not on YETI, though that seems unlikely. Also odd are the similarities and differences in how GR:O looks compared to what we've been shown of GR:FS...
Does Ghost Recon Online use the yeti game engine on PC?, what does it say in the game folder files?.
Edited by 101459, 30 March 2012 - 03:43 PM.
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