Coraic said:
yea ss i took arent the best choice to show cs:s graphics but the only thing i like about stalkers game is the sky and lighting. everything else (textures, skins) look a little on the weak side imo
Watch the videos. Especially #1 and #4.
I can go with you on the texture part, but think of what STALKER is doing. 30 square km of terrain (not all continuous but still huge areas) plus buildings and underground facilities. That is a HUGE amount of game area. In doing that, they have to load an obscene amount of textures. Each of those textures takes up memory. I can kind of relate. I used to do mapping for the Unreal Engine 2.0. In my levels, which were fairly modest in size (64,000x64,000uu), I sometimes had close to 100 512x512 textures. This really eats up resources and at a certain point, chews away performance. Given the high poly count rendered per scene (300,000 polys at 60fps) they have to find a balance. Most textures in HL2 are 1024x1024 or 2048x2048
What really sets this apart from FPS games is the character interaction, the non-scripted world, the monster and team combat AI, day and night cycles to the world, and added realism.
- Bullets can go through certain objects and also richochet off the ground and cause collateral damage
- Animals are territorial and fight amongst themselves. They also have needs like taking shelter in bad weather, they must sleep, and also hunt for food.
- You must eat and sleep
- Day and night cycles with a dynamic sky.
- Realistic ballistic trajectories that slow down and/or arc
- You can knock a weapon out of enemies hands
- You can take part in Faction/Clan fighting and interaction or go solo
- Multiple Endings to the single player campaign
- Weapons will wear out, vehicles will break down - you can get both repaired
- Dead bodies have a rot cycle :shock:
- You can pick up and use most everything in the game. Including dead bodies, bolts, rocks, paint cans, sticks, etc
The list goes on... It will be a breed all it's own.