- For those wondering if ATI cards will get shafted out of PS2.0 features, have no fear, the game supports PS1.1, 2.0, and 3.0...but don't get too excited yet, bad news will follow.
- The Goal for units will be 300 to 400 units + bodies on screen at a time vs. a maximum of 100 basically for AoM
- Subtle bump mapping and normal mapping.
- There will be an OpenEXR HDR implementation. This is basically the movie style HDR, developed by ILM. Far Cry and other HDR games right now don't use OpenEXR. No OpenEXR HDR for ATI. - Ambient Occlusion. (Fake Radiosity/Global Illumination) This basically and very roughly simulates light bouncing off surfaces. This is used for that soft shadow/lighting look. (Not to be confused with bloom) It is precalculated. - Hemisphere Lighting. (Fake Radiosity/Global Illumination) Basically you've got ambient lights and a "dome" sky light. - Isometric perspective. Remember that image I did a long time ago in the AoE3 toons thread? - There are preset breaking points for buildings etc. If a cannon hits a wall at a certain point, the wall may not crumble there, but nearest to the preset breakable section. - Some physics will be client side. There was a lot of if you can handle it talk. If your computer can't handle it, then your computer is not doing it. And if it's client side and you're playing online, every player might get a different version of the same physics event. ANd some might not get it at all. - Bodies of water flow in accordance to where they should be flowing. - Water Fresnel effect. (Water has different reflectivity based on how you look at it and where you're looking at it from and the angle.) - And finally, the GUI (Gooey! Make note of the resources, the "tactics" and the borders on the minimap! [This message has been edited by BlumenKohl (edited 03-13-2005 @ 11:38 AM).]
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