i hope we get some awesome shaders/texture things/effects

Post » Fri May 27, 2011 9:51 pm

1: every texture/material should look different when wet, when snow is on them, when soot/mud is on them (although soot and mud might need an overlay instead) flesh should be burnt

-cities would look awsome with wet coble roads reflecting the fires of the nordic torches
-if a khajit runs naked in a blizzard then snow should cling onto his fur, it would look pretty silly not too. human hair should also get snow on it, and so should most clothing and armour
-terrain NEEDS to change with the weather, we all want regions to be very varied (unlike oblivion, which was forest or grass plains, sometimes that daedra realm would be nice- and like morrowind, which had grasslands,ashlands,alien swamps on the coast, islands, regions of rocks protruding from the sea,extremely different cities etc.) but it would be even more varied if the same regions looked different



2: it would be VERY good if certain models (particularly common clothing, dungeon interiors,natural things like rocks and trees and the like) could have all of their colours change (with values in the counstruction set most likely ) this would mean multiple retextures of something are not needed so much space can be saved so that bethesda can use higher res textures to make the game look better without any noticeable memory increase while adding more diversity.

- thousands of shirts could be made from one model, one texture, one bumpmap and a texture that tells where to colour
- every dungeon could look different on the same tileset (we still want at least 7 tilesets anyway you lazy buggers :flamed: )
- player could customise stuff a whole lot more
- could possibly be used for every model in the game

3- need better fire effects- and would it not be insane if fire could change colour acording to the power of the spell?


4
-need some kind of random noise thing to the colouring system to make paterns in things like an animals fur
- there needs to be some shaders that make gore more convincing (i like l4d2s system, were part of the model goes invisible and a model of a gib is made underneath
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Leilene Nessel
 
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Post » Sat May 28, 2011 9:33 am

DX11 support for PC. http://www.youtube.com/watch?v=-uavLefzDuQ&feature=related.
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claire ley
 
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Post » Sat May 28, 2011 12:22 am

DX11 support for PC. http://www.youtube.com/watch?v=-uavLefzDuQ&feature=related.


The difference between DX 10 and DX 11, right now, to me, is nothing. I've played some games with DX11 activated and the difference is minimal. In that video for example, those differences are so minimal.
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Cheryl Rice
 
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Post » Fri May 27, 2011 6:48 pm

The difference between DX 10 and DX 11, right now, to me, is nothing. I've played some games with DX11 activated and the difference is minimal. In that video for example, those differences are so minimal.

Depends on how it is used... look at http://www.youtube.com/watch?v=1c_PVtMIz-A.
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ijohnnny
 
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Post » Sat May 28, 2011 8:59 am

The difference between DX 10 and DX 11, right now, to me, is nothing. I've played some games with DX11 activated and the difference is minimal. In that video for example, those differences are so minimal.


You should look at this instead: http://www.youtube.com/watch?v=zdvZPIQpsQo
There's a lot of stone buildings and such there...
Environments like that will be in Skyrim, so it would look AWESOME if it was to be implemented in Skyrim, which I really hope it will be.

Much of what you say here... textures, shaders, models...etc. It's all up to the engine.
Many engines optimize their code, allowing much more and better shaders to be present.
Many engines also allow some kind of "painting" on the textures so that they can create unique objects from the same texture and model, as you say.
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Julie Serebrekoff
 
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Post » Sat May 28, 2011 12:45 am

You should look at this instead: http://www.youtube.com/watch?v=zdvZPIQpsQo


The road with tessellation look so ugly. Who would make road that are uneven and full of bump anyway?
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Mariana
 
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Post » Sat May 28, 2011 2:53 am

@ the new videos: I see that with tessellation things look more 'real', in the sense that they seem to 'stick out' more, however it also makes a lot of the general scenery uneven. For example, the road, why should it be so rough?
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Rebekah Rebekah Nicole
 
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Post » Sat May 28, 2011 6:34 am

@A-z-a-r-a-h-a-l & tesfanner

The road and some other areas look uneven because it is a DEMO, and the effects are being exaggerated so that people will notice the difference. Of course the won't make the road uneven like that, but it's much more realistic to have a bit of roughness (a bit, not what the videos show, just a little bit), in a stone/brick road instead of a flat and painted surface.
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Mariana
 
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Post » Fri May 27, 2011 6:35 pm

personally I'm really excited about the ocean, as the sun light dances around the icebergs as it beams through the surface of the frigid waters.

:)

and yes torch light on road tiles in the Nordic streets would be awesome.
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Manuela Ribeiro Pereira
 
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Post » Sat May 28, 2011 8:06 am

Something that would be absolutely beautiful if implemented: http://www.youtube.com/watch?v=VlGYImcuQE4
Also: http://www.youtube.com/watch?v=EqJhx3IDQ4s&feature=related
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xemmybx
 
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