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"Draw distance"

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Sat 04/08/01 at 11:09
Regular
Posts: 787
This really annoys me.

Let's take the original Quake... in fact, let's take Quake 3. Not much difference really. Now, when you load up a level, what's the first thing you'll see?

Correct. A wall.

Look around... yup, more walls. It's really claustrophobic, and it's only done so you can have more blood stains splattered on the floor.

You see, draw distance is something that I believe is dreadfully underused. I would much rather play a game where I can look in detail across landscapes, across hills and deserts, than have games where I can blow up a box and watch as it falls into thousands of pieces.

Unfortunatly past computers and consoles have not had the power to do something like this. Which is why we get the hidiously cramped levels of Quake and Tomb Raider and so on.

But now, the next gen consoles do have the power. They will be able to draw distances those miles away... so you can stand at the top of a sand hill, and look down on the busy town beneath it, or look into the distance at the mountains and hills... not that horrible "matt painting" background, the real deal, rendered hills and mountains.

Another aspect, I suppose, could be the sea. Fogging is often used when in the sea... because apparently you do get rather bad vision down there anyway... but wouldn't it be great to go into a game and just see the crystal blue sea... thousands of fish, shipwrecks, ruins... excellent.

The closest we get to that?

A silhouette of a whale and a little radar in the top right corner that tells us that there is indeed a wall 10 metres in front of you.

Perhaps this really is the real future of gaming. Well, it is for me, anyway.

Any views on the subject please?
Sat 04/08/01 at 12:14
"I love yo... lamp."
Posts: 19,577
Yes but is not the original redone. The first was great was it not? But in all honesty graphically it was no great shakes. But if it was re released on GC or X-box or PS2 it would be excellent to play what would have been closest to the original vision for the game.
Sat 04/08/01 at 12:12
Regular
Posts: 23,216
Hell, the future can't be that good, can it?
Sat 04/08/01 at 12:01
Regular
"Eff, you see, kay?"
Posts: 14,156
Yes, the Resi with 3D real-time enviroments IS fantastic NOW on the PS2.
Sat 04/08/01 at 12:00
"I love yo... lamp."
Posts: 19,577
Exactly. That is why some of us are excited about the suggestion that Capcom are releasing the original Resident Evil on GC. But not as originally with the pre rendered back drops. No the new version would have real time rendering. Should look excellent. Still corridors and alleys though.
Sat 04/08/01 at 11:55
Regular
Posts: 23,216
Turbonutter wrote:
"developers know that consumers are happy with pre-rendered backdrops and claustrophobic levels (because they're the best)"

So very wrong.

Consumers, or gamers, are only happy because they know no different. And I think running across hills and mountains is a bit more fun than walking along a corridor.
Sat 04/08/01 at 11:46
"I love yo... lamp."
Posts: 19,577
I agree. It was great in Zelda when most of what you could see you could go and explore. For the next Zelda on GC it should be even better as we should be able to go everywhere and have movable views everywhere as opposed to fixed views in some areas. But there is a balance to be found between having a huge draw distance and having a high frame rate and lots of detail up close. But developers have never really got that balance spot on. And the games that are best in that respect are the triple A titles that are few and far between. Work on it industry!
Sat 04/08/01 at 11:31
Regular
"Eff, you see, kay?"
Posts: 14,156
Star Wars Starfighter has these open landscapes you speak of Grix, and Spyro the Dragon made a bold attempt at it. The thing is, developers know that consumers are happy with pre-rendered backdrops and claustrophobic levels (because they're the best) and concentrate on making the immediate landscape more detailed at the sacrifice of draw distance. I don't know if anyone's noticed but when you go through the long tunnel section of Deep Forrest, in GT2 the lanscape on the left through the pillars was a sprite of a forrest, but in GT3 it's actually a properly rendered forrest.

Things like that don't alter the race, but I like it because in some races you're so far ahead you need something to look and keep you interested. As you may or may not have read, me and my friend played "I Spy" whilst doing an endurance race. How cool is that? Only now in the 128bit era are enviroments detailed enough to play a game such as "I Spy" in a racing game.
Sat 04/08/01 at 11:22
Regular
"everyone says it"
Posts: 14,738
I just wanna get a really powerful Sniper rifle, and a huge area of mountains, beaches cliffs and openfield. And Sniper people!

Imagine being a Sniper in a real game New York environment, something so you are in a building and you can look as far as in real life down the taxi filled roads and streets, trying to find your suspect!
Sat 04/08/01 at 11:12
Posts: 0
I have seen posts that have tried to tackle this issue but you nailed it Grix!

I agree with you. The Xbox's Unreal championship has a massive jungle with open areas and a plain to go around! The next gen consoles like this can hack great things not just graphics!

T_W
Sat 04/08/01 at 11:09
Regular
Posts: 23,216
This really annoys me.

Let's take the original Quake... in fact, let's take Quake 3. Not much difference really. Now, when you load up a level, what's the first thing you'll see?

Correct. A wall.

Look around... yup, more walls. It's really claustrophobic, and it's only done so you can have more blood stains splattered on the floor.

You see, draw distance is something that I believe is dreadfully underused. I would much rather play a game where I can look in detail across landscapes, across hills and deserts, than have games where I can blow up a box and watch as it falls into thousands of pieces.

Unfortunatly past computers and consoles have not had the power to do something like this. Which is why we get the hidiously cramped levels of Quake and Tomb Raider and so on.

But now, the next gen consoles do have the power. They will be able to draw distances those miles away... so you can stand at the top of a sand hill, and look down on the busy town beneath it, or look into the distance at the mountains and hills... not that horrible "matt painting" background, the real deal, rendered hills and mountains.

Another aspect, I suppose, could be the sea. Fogging is often used when in the sea... because apparently you do get rather bad vision down there anyway... but wouldn't it be great to go into a game and just see the crystal blue sea... thousands of fish, shipwrecks, ruins... excellent.

The closest we get to that?

A silhouette of a whale and a little radar in the top right corner that tells us that there is indeed a wall 10 metres in front of you.

Perhaps this really is the real future of gaming. Well, it is for me, anyway.

Any views on the subject please?

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