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Post by Motoko on Jul 1, 2015 23:50:24 GMT -6
So this is very much related to Bloodstained since they stated during the campaign they were looking into the guilty gear xrd style of doing things with custom shaders..I found this great article that gives some insight to the process of how they achieved that in xrd and what we can look forward to in UE4/Bloodstained. www.sirlin.net/posts/guilty-gear-xrd (xrd was done in UE3, so just imagine what they can achieve with UE4) Now with UE4, the future looks even brighter for Bloodstained! I'm so excited to see the final results and the custom shaders they can come up with ^_^
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Post by ghaleon on Jul 1, 2015 23:54:25 GMT -6
kinda off topic but I don't really like fighting games...but one of the ones I played somewhat was guilty gear and guilty gear 2 when they were new... and back when when I mentioned them, NOBODY knew them, and the few that did, thought they sucked because they were supposedly horribly balanced and venom or the pool cue guy was considered too op or something, and everyone else was imbalanced too, I don't recall... Then years later everyone is like BLAZBLUE BLAZBLUE I SLEEP WITH MY BLAZBLUE DAKIMAKURAS EVERY DAY BLAZBLUE YAAAA... and I'm like what's so good about blazblue.. and people are like OMG THE ENGLISH LANGUAGE CANNOT CONVEY ITS AWSOME... So I look and I say "looks like guilty gear".. and they say "it's made by the same people... BUT ITS WAY BETTER IN EVERY WAY"... I'm like ok whatever.
then years later.. now everyone's like "FINALLY NO MORE USELESS BLAZBLUE, BACK TO THE GODLY GUILTY GEAR!!!"..
seriously.. what da, flippin' fruit!
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Motoko
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Post by Motoko on Jul 1, 2015 23:55:56 GMT -6
kinda off topic but I don't really like fighting games...but one of the ones I played somewhat was guilty gear and guilty gear 2 when they were new... and back when when I mentioned them, NOBODY knew them, and the few that did, thought they sucked because they were supposedly horribly balanced and venom or the pool cue guy was considered too op or something, and everyone else was imbalanced too, I don't recall... Then years later everyone is like BLAZBLUE BLAZBLUE I SLEEP WITH MY BLAZBLUE DAKIMAKURAS EVERY DAY BLAZBLUE YAAAA... and I'm like what's so good about blazblue.. and people are like OMG THE ENGLISH LANGUAGE CANNOT CONVEY ITS AWSOME... So I look and I say "looks like guilty gear".. and they say "it's made by the same people... BUT ITS WAY BETTER IN EVERY WAY"... I'm like ok whatever. then years later.. now everyone's like "FINALLY NO MORE USELESS BLAZBLUE, BACK TO THE GODLY GUILTY GEAR!!!".. seriously.. what da, flippin' fruit! I'm not much a fighting fan either, this was more or less to show some insight as to what inti-creates is trying to achieve with Bloodstained, I found it very interesting since it is a very time-consuming process and painstaking efforts will be made XD
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Post by Arcueid Brunestud on Jul 2, 2015 0:55:41 GMT -6
kinda off topic but I don't really like fighting games...but one of the ones I played somewhat was guilty gear and guilty gear 2 when they were new... and back when when I mentioned them, NOBODY knew them, and the few that did, thought they sucked because they were supposedly horribly balanced and venom or the pool cue guy was considered too op or something, and everyone else was imbalanced too, I don't recall... Then years later everyone is like BLAZBLUE BLAZBLUE I SLEEP WITH MY BLAZBLUE DAKIMAKURAS EVERY DAY BLAZBLUE YAAAA... and I'm like what's so good about blazblue.. and people are like OMG THE ENGLISH LANGUAGE CANNOT CONVEY ITS AWSOME... So I look and I say "looks like guilty gear".. and they say "it's made by the same people... BUT ITS WAY BETTER IN EVERY WAY"... I'm like ok whatever. then years later.. now everyone's like "FINALLY NO MORE USELESS BLAZBLUE, BACK TO THE GODLY GUILTY GEAR!!!".. seriously.. what da, flippin' fruit! Haha, pretty much applies to me as well.
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ChucklesTheJester
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Post by ChucklesTheJester on Jul 2, 2015 1:56:24 GMT -6
I was hoping we could talk about the graphical possibilities and not the game, a completely different game, that is.
ANYWAY, here's an objection I saw someone make in a different thread: In Guilty Gear Xrd, they only had to render the background, and two fully animated characters, while in Bloodstained, there could be way more stuff on screen.
While that's probably a good point, one has to keep in mind all those particle effects and other things that could be added to the screen at any point. In Xrd, I mean. There has to be a "performance buffer" so the game doesn't suddenly lag out to hell.
Besides, Unreal Engine 4 should also have better optimization than UE3, so it should be able to achieve the same effect with less drain on system resources. Thoughts?
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Motoko
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Post by Motoko on Jul 2, 2015 2:18:49 GMT -6
I was hoping we could talk about the graphical possibilities and not the game, a completely different game, that is. ANYWAY, here's an objection I saw someone make in a different thread: In Guilty Gear Xrd, they only had to render the background, and two fully animated characters, while in Bloodstained, there could be way more stuff on screen. While that's probably a good point, one has to keep in mind all those particle effects and other things that could be added to the screen at any point. Besides, Unreal Engine 4 should also have better optimization than UE3, so it should be able to achieve the same effect with less drain on system resources. Thoughts? I've been playing the unreal tournament pre-alpha and the optimzation is extremely good, so based on that they should have no problems with hardware scaling on a multitude of platforms/system specs while achieving maximum IQ with no downgrading.
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Post by ChucklesTheJester on Jul 2, 2015 2:25:31 GMT -6
That's good news! Glad to see I wasn't entirely wrong on that.
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Post by ghaleon on Jul 2, 2015 2:39:32 GMT -6
hey I acknowledged it was kinda off topic, but I was bottling up the rage for ahwile now, and this was just begging for me to peep.
First off, shaders are shaders, and I don't think that just because people feel one is really good at making 3d look 2d, it is somehow magically harder on a computer than other kinds of shaders. While it's true that a game like bloodstained with multiple objects on the screen at all times would have a harder time applying shaders in general, I find it very hard to believe that xrd's shader is somehow miraculously impossible for other games to handle when there are thousands of other shaders that haven't had any problems yet. If anything, xrd's might be easier to process because they know it'll have a 2d display all the time, so it might not even BOTHER applying itself to the 'back side' of everything unlike traditional 3d shaders.
plus xrd was running on a ps3, which is near archaic at this point... the systems on bloodstained should be able to handle that easy even if the above was all false. Except the portables, which I wont get into because I have no clue about that kind of thing.
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Post by ChucklesTheJester on Jul 2, 2015 2:46:20 GMT -6
All good points, thanks for contributing.
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Post by zoned87 on Jul 2, 2015 3:02:01 GMT -6
I was hoping we could talk about the graphical possibilities and not the game, a completely different game, that is. ANYWAY, here's an objection I saw someone make in a different thread: In Guilty Gear Xrd, they only had to render the background, and two fully animated characters, while in Bloodstained, there could be way more stuff on screen. While that's probably a good point, one has to keep in mind all those particle effects and other things that could be added to the screen at any point. Besides, Unreal Engine 4 should also have better optimization than UE3, so it should be able to achieve the same effect with less drain on system resources. Thoughts? I've been playing the unreal tournament pre-alpha and the optimzation is extremely good, so based on that they should have no problems with hardware scaling on a multitude of platforms/system specs while achieving maximum IQ with no downgrading. That depends on the porting process Wii U and Vita themselves lack native unreal 4 support so Armature will have to port it into an existing unreal 4 pipeline. My guess would be that on these systems they would probably use the unreal 4 mobile framework and then adapt it to run on the hardware.
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Post by ghaleon on Jul 2, 2015 3:42:58 GMT -6
I've been playing the unreal tournament pre-alpha and the optimzation is extremely good, so based on that they should have no problems with hardware scaling on a multitude of platforms/system specs while achieving maximum IQ with no downgrading. That depends on the porting process Wii U and Vita themselves lack native unreal 4 support so Armature will have to port it into an existing unreal 4 pipeline. My guess would be that on these systems they would probably use the unreal 4 mobile framework and then adapt it to run on the hardware. Given how major the UE is (in terms of other companies using it for high budget games), I can't help but wonder if such a task would potentially provide them with more profit from redistributing their accomplishments than the game itself.
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Post by ChucklesTheJester on Jul 2, 2015 3:45:59 GMT -6
They said they were gonna release the code for free to UE4 developers, so if nothing else, it'll be REALLY GOOD publicity.
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Post by ghaleon on Jul 2, 2015 3:50:03 GMT -6
They said they were gonna release the code for free to UE4 developers, so if nothing else, it'll be REALLY GOOD publicity. Oh yeah, I remember that now, good call... Maybe they'll charge for use instead? I dunno, seems like a waste, and not in a greedy way or anything.
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Post by Thomas on Jul 2, 2015 4:42:49 GMT -6
I was hoping we could talk about the graphical possibilities and not the game, a completely different game, that is. ANYWAY, here's an objection I saw someone make in a different thread: In Guilty Gear Xrd, they only had to render the background, and two fully animated characters, while in Bloodstained, there could be way more stuff on screen. While that's probably a good point, one has to keep in mind all those particle effects and other things that could be added to the screen at any point. In Xrd, I mean. There has to be a "performance buffer" so the game doesn't suddenly lag out to hell. Besides, Unreal Engine 4 should also have better optimization than UE3, so it should be able to achieve the same effect with less drain on system resources. Thoughts? That was me, and its very relevant. What you are all looking at as a "3D that looks 2D" shader that can just be slapped on a character is actually so much more... It's the very high detailed character models, the extremely high bone counts in the skeletal rigs, the custom outline meshes, the hand tweaked normals/vertices for shadows, the mesh swaps for abilities and animations, and finally, but most importantly the lighting. Now I want to be clear here, I love the Xrd style and would be giddy if they pull it off for BS. But I think the application of technique is different enough that people shouldn't get their hopes too high for visual parity between the two. Here's why: UE3 works with a forward rendering solution. UE4 made the switch to a deferred renderer and there is no option to go back. The engine now uses PBR (physically based rendering) for all of its materials. Without getting technical, it's a HUGE change to the way the engine works, specifically to lighting and rendering of things like... Shaders. The Xrd team was working with a completely different type of rendering and they heavily customized it for their purposes. On top of that, yes they only had to worry about rendering 2 characters at a time in one isolated environment. The VFX as mentioned, are the least impactful variable of the equation. It's everything else they're doing, that's impressive. UE4 is great, I use it everyday. But achieving what the Xrd team did, and doing so in <2 years with dozens more characters, hundreds more animations and countless more environments is going to be one hell of a task. Bottom line, please don't hold Inti to the Xrd standard. BS is a different type off game using a different engine and working within a budgeted timeframe. I am certain they will make awesome art and no one should worry, I just want to be realistic about expectations.
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Post by ChucklesTheJester on Jul 2, 2015 5:11:41 GMT -6
Yeah, I know. I'm not trying to get the expectations too high. But still, the more stylized the game looks, the happier I'll be. There's a potential for a nice, visual style that hearkens back to the Hammer horror movie sets, colorful yet with an ancient feel, packed with copious amounts of background detail in each scene.
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Post by ghaleon on Jul 2, 2015 5:27:32 GMT -6
So you're basically saying the shaders themselves are the least significant part of the equation, the significance is ultra high poly models, normals being adjusted for said shaders rather than just the textures, high bones, etc...
that's another story altogether. Honestly I don't have a clue about how Xrd functioned, or how it looked. But I would say that if they had a brutish amount of verticies and UVs and all that jazz that pushed hardware to the limits for a 2 model 2d game, then applying it to a game with potentially dozens would certainly be unlikely...
however the characters in fighting games are also fairly large in terms of screen size. like they are typically as tall as 1/2 or 1/3 of the entire screen, with width to match their height... objects in a game like BS are likely much much smaller, and quite simply will not require that much detail since they are so much smaller or distant looking.
I think half of your admiration is that you are an artist, and you desire a job where you don't have to go out of your way to reduce hardware demand, and a game with so few actors on the screen at once giving their artists free reign, you covet their job more than their results... I say this because I've known many artists who wish they didn't have to go out of their way to make their projects less detailed on the computer side so they can focus on their personal goals.
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Post by purifyweirdshard on Jul 2, 2015 7:34:14 GMT -6
I've already mentioned multiple times, but this is one of the things I'm most hopeful for. Sirlin's site is blocked because I'm at work lol, but I can imagine he's happy with how the game turned out. Guy was a big fan of GG from way back.
Anyway, yeah I'm competitive GG player, I just applied for a passport in case my team wins a team tournament in the Vegas Evolution tournament in a few weeks so I can -possibly- compete in Japan. It's a bit of a long shot lol, but we might get 3rd or so I think.
This is all to say I'm -very- familiar with Guilty Gear and how it was done graphically is pretty much the only way I would accept a favorite 2D franchise going 3D. I did like LoI and CoD, but consider them different experiences than sidescrolling Igavania games, obviously. A 1:1 comparison with Xrd's graphics isn't possible, but I think some clever effects/shaders could really help me ignore the game's polygons. I don't even think of Xrd as 3D to this day, and just assume it's some sort of magic when the camera zooms around for supers and win poses.
Re: Blazblue vs. GG, well...that wasn't my experience lol, and not what we had going on locally. GG has been solidly competitive since about 2004. Accent Core especially was a well-balanced game. I tried to get into BB, but...there are a lot of things about it that bug me, I just can't do it. Whenever I'm playing that game, can't shake the "this game is just trying to be an easier, more modern anime GG" feeling. It's also really silly how much money they try to squeeze out of that franchise. The newest version is a full priced game and adds 1 and a half characters, lol.
But I digress. Please help me forget that this game is 3D, Inti Creates!
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Post by CastleDan on Jul 2, 2015 12:42:04 GMT -6
Guys I wouldn't expect something close to guilty gear as that's a fighting game and much easier to implement that sorta graphical style but that doesn't mean it won't look great. The test footage already proved they can cram the details. The enemies with the moving eyes and even her character model.
Just check out this character model and how much detail is crammed into it -
You can even see swinging of cloth near the upper part of your dress.
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Post by CastleDan on Jul 2, 2015 12:45:31 GMT -6
I have to say though. I don't like her stance all that much and her fighting game type bobbing around. I think they should aim for how Soma looked in Dawn of sorrow. The arm on the side of the body look like this. Miriam's hands are floating off to the side which seem unnatural in comparison.. It is a tougher cooler look and I think it'd suit her well!
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Motoko
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Post by Motoko on Jul 2, 2015 14:09:25 GMT -6
Well, of course it's not going to look exactly like GG Xrd or even come close to mirroring it (who knows though, it's way early in development) but we can definitely look forward to the possibilities of a 2.5D game with that classic "2D feel at heart". I've seen alot of recent games in this style(2.5D) that turned out rather gaudy looking, but based on we've seen and heard it should end up looking fantastic regardless. Hell, that pre-alpha prototype strongly resembled the concept art!
I'm excited for the final results
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