Discuss: The Test Zone - Developing The Basics

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Shadow Elusive
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Discuss: The Test Zone - Developing The Basics

Nice juicy art update that also gives you a pretty good sense of where we stand. We could probably do two or three Tech updates on this zone too if we felt like it. Do you?

Read the update here: http://cityoftitans.com/content/test-zone-developing-basics

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Very pretty. Almost too

Very pretty. Almost too pretty; I'm slightly worried that my computer will meltdown trying to render that at a reasonable frame rate. (Yeah, yeah, I know the engine is supposed to be very scalable.)

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BOOM! You killed it! That's

BOOM! You killed it! That's just the test.. no denying those environment artists are amazing. Anyone else notice the reflection in the puddles?! And I can't even wait till particle and light FX are used near those surfaces..

The character model's features .. I'm drooling hoping i can make his thigh thinner, fatter, give him a belly.. who knows what tech is behind that thing

Thank you art team for your amazing work

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That 3rd pic reminds me... I

That 3rd pic reminds me... I really hope the art team will be building little ledges into windows and such on buildings so that those who don't fly or teleport can climb buildings like in King's Row (or better hopefully... some Tomb Raider "pull up" style climbing would be a huge improvement, though that's on someone else's plate I expect).

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the city looks nice so far I

the city looks nice so far I look forward to seeing what characters look like

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BOY it's exciting to see this

BOY it's exciting to see this kind of progress! Fantastic job on that first building, and everything else you're all doing.

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That is EXACTLY what we have

That is EXACTLY what we have in mind :D

The first part anyway. The second, I strongly suspect is being worked on in some way or another, but I can't promise. The first I can promise. It is The Plan.

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Good job guys.

Good job guys.
Still so exciting... and i'm still so excited.
Wait for the middle of 2016 will be so hard to me.

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Looks dead sexy! Keep up the

Looks dead sexy! Keep up the good work!

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The buildings look great!

The buildings look great!

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Starhammer wrote:
Starhammer wrote:

That 3rd pic reminds me... I really hope the art team will be building little ledges into windows and such on buildings so that those who don't fly or teleport can climb buildings like in King's Row (or better hopefully... some Tomb Raider "pull up" style climbing would be a huge improvement, though that's on someone else's plate I expect).

Starhammer beat me to it.

One of the unexpected pleasures (and frustrations) of the first generation of Paragon City building designs was that it was possible to jump up the sides of buildings (with enough patience), so as to be able to reach the top without taking stairs or using Flight Powers. King's Row was especially fabulous for this and lent itself well to "ninja rooftopping" even before Ninja Run became a thing.

Then City of Villains came along and ... the buildings in Mercy Island were slab sided with no projecting ledges anywhere. Windows were just textured onto flat surfaces. There was no geometry enabling you to jump UP on the sides of buildings. This turned what otherwise could have been a thoroughly enjoyable 3D environment into a 2D environment of twisty little alleyways (all different).

Then we got Praetoria and ... the buildings very consistently were just slab sided blocks with no projecting geometries that would let you climb up the sides by jumping on ledges.

At one of the Player Summits prior to shutdown, the point was raised and we basically got an answer to this particular point. A decision had been made to reduce polygon counts in the environmental geometry, for a variety of reasons. Paragon Studios felt that having "doors" that led up to the tops of roofs was an adequate workaround permitting an approximation of the former functionality and gameplay. Needless to say, we Players disagreed with that assessment, since the slab sided buildings with no geometry prevented an entire range of exploration (and fun) from even being possible. It meant that there was no meaningful "wall jumping" to try and get to otherwise inaccessible places.

I therefore stand in solidarity with Starhammer in requesting that such Player vs Environment considerations be taken into account for City of Titans with respect to the exterior geometry of buildings in Titan City. You don't have to put a ledge on every window ... but putting a few projections that offer a path up the sides of buildings would go an awful long way towards making the game enjoyable for more than just combat.


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One sound. "S Q U E E E E E

One sound. "S Q U E E E E E E E E E A A A A L L L L L L L ! ! !

Like a Japanese schoolgirl in a Godzilla movie.

I mean, if that's not even ground zero, but just the scrapped test BEFORE ground zero?

Oh, it hurts to wait.

Redlynne wrote:

... but putting a few projections that offer a path up the sides of buildings would go an awful long way towards making the game enjoyable for more than just combat.

+1 Fun OUTSIDE of combat was just as important as fun IN combat in CoH.

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

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Wow, thank you. If you can

Wow, thank you. If you can add just 50% of these test buildings to the actual game then you really are bringing the heart of CoX to CoT. They really gave me a feeling of familiarity, Steel Canyon, Kings Row, Independence Port, Talos..... just awesome!!

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Like this? http://youtu.be
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That's ... a bit more

That's ... a bit more geometry than I was contemplating ...


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Darn it. Just when you had

Darn it. Just when you had gotten my curiosity so many moons ago, now you have my attention. I would like to put forth that you did a fine job, and I must confess I was about to write a almost regrettable post about how I felt about lack of news or screens to keep my interest in this project. I am glad my O.C.D and procrastination put it off.

May I be so bold as to comment about the posts

First one: What part of the city is that? How many city blocks are done at the moment around this building?

Second one: Nevermind. Is it a complete city? I want to so run up the side of these buildings so badly.

Third one:Why does this make me want to burn it down with Hellions?

Fourth one: Love the reflections on the floor and detail. It is clean, it's clean, buffed to a shine that is clean to eat off it like fine china.

Fifth & Sixth one: That is a lot of detail and I cannot wait to see this town filled with NPC's, cars, buses( I hope) construction somewhere, please make this city come to life. I want to immerse myself into this world very badly.

Thank you.

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As the update said, this is a

As the update said, this is a test hood. It's a little area we built to test things. You need context to design textures and buildings and everything else right, so this is our test-hood. All kinds of things, from window textures to procedural generation, will be developed in it. So we'll have it all worked out when we start building real zones. It's not part of the city or any city, it's just a workshop.

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As I already said in response

As I already said in response to Starhammer, yes, we do quite expressly plan for this 'stepladder geometry' thing.

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Shadow Elusive wrote:
Shadow Elusive wrote:

As the update said, this is a test hood. It's a little area we built to test things. You need context to design textures and buildings and everything else right, so this is our test-hood. All kinds of things, from window textures to procedural generation, will be developed in it. So we'll have it all worked out when we start building real zones. It's not part of the city or any city, it's just a workshop.

Sorry was caught up in the shinies I skimmed most of what you all posted.

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LOL, on that note...

LOL, on that note...

I just took a peek at the CoT Facebook page and the people who are commenting are just thrilled. I think the obvious and unsurprising lesson here is that while game design and lore are as, if not more, important--in general people are going to love the eye candy.

But, hey, it is a mainly visual medium, so :P

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

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Empyrean wrote:
Empyrean wrote:

LOL, on that note...
I just took a peek at the CoT Facebook page and the people who are commenting are just thrilled. I think the obvious and unsurprising lesson here is that while game design and lore are as, if not more, important--in general people are going to love the eye candy.
But, hey, it is a mainly visual medium, so :P

Phhft.. What, you dont want to read the BOOK, You want to wait for the MOVIE? ;)

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We need one of these test

We need one of these test zomes to be our load in zone for the avatar creator with chat system

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Izzy wrote:
Izzy wrote:

Empyrean wrote:
LOL, on that note...
I just took a peek at the CoT Facebook page and the people who are commenting are just thrilled. I think the obvious and unsurprising lesson here is that while game design and lore are as, if not more, important--in general people are going to love the eye candy.
But, hey, it is a mainly visual medium, so :P

Phhft.. What, you dont want to read the BOOK, You want to wait for the MOVIE? ;)

I've actually been most excited about the game design and mechanics updates, but the lore is fantastic and I have to admit I didn't mind these shinies :)

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

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Progress. Lots of progress.

Progress. Lots of progress. I was wondering what was going on in the background. Now I know. Thanks!

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Very nice!

Very nice!

But it's a good thing there aren't any cars in pictures Three, Five, & Six. The lights are green both ways. :O

And I hope someone remembers to put their cups into the trash cans before Amerikatt sees them... ^_^

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Foradain wrote:
Foradain wrote:

But it's a good thing there aren't any cars in pictures Three, Five, & Six. The lights are green both ways. :O

Seems like one of the City of Titan villains started early. ;)

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A couple of quick comments (I

A couple of quick comments (I'm not going to try to reply to everything individually, wouldn't work well):

  • As noted, a test hood. This is no particular place inside (or even outside) the city; nothing here will ever appear 'directly' in the game in the sense of being yanked whole cloth, but the vast majority of what ends up in the game will put in *some* form of appearance in this test area as we bang on things.
  • Quite what ends up in the Avatar Builder is... *flash* the light of Venus, refracted through swamp gas. Nothing to worry about, folks, everything's fine.
  • There are actually three different geometries that can be involved -- the polygon geometry, the rendered geometry, and the collision geometry. Obviously these all need to be fairly close, but the collision ("hull") geometry is the most simplified of them. That said... CoH was an engine built not just for the graphics cards of the mid-2000s, but also the server resources of that era. A decade is a long time.
  • Figuring out *something* fun to do with the sides of the buildings is most definitely on the list, although *precisely* what it ends up being is subject to some fairly non-trivial "dig through testing different approaches" that has not yet happened. But... it is definitely on the radar. And it may turn out to be even cooler than you're asking for here. Just... too early to say much without risking big disappointments if we run into technical problems that block (or at least delay) supporting the things we have in mind.
  • Regarding the reflections on the floor: that happens because the surface is defined with the physical characteristics of (approximately) "polished marble". To put it another way, if we changed it to be, say, rough bronze, it would stop reflecting much that was visibly distinct (depending on just how rough); conversely, if we set it up as polished bronze, you'd get a decent reflection but a lot of spectrum skew due to the 'bronze' part of that definition. It makes the optics and raytracing geek in me go 'squee' regularly. Or maybe that's just a cry for help... anyway, the key piece there is that it is based on the engine being told the actual optical-physics-relevant properties of the material, not on it being told "use this type of visual". The distinction is huge, because in a lot of cases you can just go *look up* the relevant numbers for real things like, say, a beaten-copper mirror.
  • Ground zero? Nope. In fact, it is probably not just "the thing before ground zero", but actually "the thing before *that*". Depending on precisely how you count such things, anyway.
  • Why yes, there *are* green lights in each direction. Good thing this is a test zone, and thus the sort of place where we might, oh, test out the traffic light system. The *art* test area just makes sure that we can do all the colors, and doesn't worry about timing or coordination or any other such things. Of course, art isn't the only test area...

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Not too futuristic, beautiful

Not too futuristic, beautiful and gritty at the same time. Just about what I've been hoping for. *Returns to dwelling in the forums shadows.*

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The art department steps it

The art department steps it up! Looks like the composition team won't get to rest on their laurels.*

Good stuff. I like it. The overall look does appear to hit the "like CoH, but prettier" marker.



* Fight! Fight! Fight!**
** 5 Stars on the comp team. >.>

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Ah ... but you don't want to

Ah ... but you don't want to have Pure Pretty™ be the only thing getting done. There's the cleanliness of Nova Praetoria ... and then there's the grunge of Mercy Island. May I recommend that the art people play around with dirt, grime, litter, graffiti, scorch marks, burn patches, rubble, dirt and everything else that goes on with environments that are less than Spic-n-Span tidy. I presume this is already happening, so Merely Mentioning.


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Darth Fez wrote:
Darth Fez wrote:

* Fight! Fight! Fight!**** 5 Stars on the comp team. >.>

***Com-po-siii-tion! Come out and play-ay!***

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Eye candy at last!

Eye candy at last!

It really gave me a thrill to think that I might be playing a CoH-based game in a rich, beautiful environment like this!

Thanks!

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Awesome. Looking at that

Awesome. Looking at that video Izzy posted, that might not be too hard to make, given that it's a vertically repeated structure. Make one floor of that and then stack up a bunch of them, cap it off on top with a roof, and boom, done deal, lotsa platforms.

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That looks a whole lot like

That looks a whole lot like fished product to me. How many gigs of ram of memory and graphics cards would be the current suggestion for opium results.

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Glad to see there isn't a ban

Glad to see there isn't a ban on large size Big Gulps. Maybe they act like mystery inspirations..mmmm...Red Bull...energy boost or Blech! Someone's "dip spit" cup, negative hit points.

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Godling wrote:
Godling wrote:

That looks a whole lot like fished product to me. How many gigs of ram of memory and graphics cards would be the current suggestion for opium results.

Running it on a quad core 2Ghz w/ 4gb RAM and integrated video at the moment.

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Yes, but are you getting

Yes, but are you getting opium results? My suggestion would be poppy seed bagels :P.

Just teasing, and that's AWESOME! That's basically my current rig except I have a last-gen Nvidia card. Mid-grade 600 series.

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

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Doctor Tyche wrote:
Doctor Tyche wrote:

Godling wrote:
That looks a whole lot like fished product to me. How many gigs of ram of memory and graphics cards would be the current suggestion for opium results.

Running it on a quad core 2Ghz w/ 4gb RAM and integrated video at the moment.

... also, that is prior to any form of optimization being applied. Or, in some (many? I'd have to check to be sure) cases, LODs. Or... well, much of anything else except proper BCP (best common practice) techniques for assembling anything like this in UE4, which are pretty basic.

Admittedly, it is also without much of anything outside that couple blocks... we've got a different area for testing that. :)

There is actually an engine issue affecting it just now, that is resolved by an upcoming version, but due to that and other factors it didn't make sense to try to produce any snapshots from it for this update; you'll get to see it, in due time, though. Promise.


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Amazing work done! I just

Amazing work done! I just hope one thing, that this thing have day/night cycle... because hell those colors are too blinding bright! However the nice touch upon reflection, on the buildings windows and the waters on the ground... really nicely touched and done... now I do know this is just testing area and it won't exist in the real game, so my comment wasn't concentrated over that area, but most likely over the whole picture xD

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Doctor Tyche wrote:
Doctor Tyche wrote:

Godling wrote:
That looks a whole lot like fished product to me. How many gigs of ram of memory and graphics cards would be the current suggestion for opium results.

Running it on a quad core 2Ghz w/ 4gb RAM and integrated video at the moment.

When you say "intergrated video", could you expand on that please. Which model/processor are you referring to.

Because they are NOT created equal. Especially nowadays.

The older intel integrated are crap beyond belief, the more recent ones are surprisingly decent, along with the more recent AMD "integrated" chipsets (although once again, playing at 1080p resolution can be pushing it, it can still do it).

ie Intel HD 2000/HD3000 are *definitely* not really game worthy nowadays (they were ok back in the day), and AMD wise it is really only the more recent stuff which is suitable.

Also, as always... resolution is important. Because my tablet (win 8.1 cost £80) can run games on it. Sure, it only has 1GB of RAM, but it is integrated intel and quad-core, so I would expect to get this quality out of it?

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Very, VERY nice work, folks!

Very, VERY nice work, folks!

I know I've been vocal about requesting explanations of the tech we're looking at so the less techy of us can appreciate the achievements you've made (and I still appreciate the details here, DSFH) but I think you've reached a significant milestone/plateau where the visuals can speak for themselves, and do so quite eloquently.

The tech is impressive, but equally if not more impressive to me is the look and feel of this sorta-sample city area. I think you've done exactly what you always said you wanted to do, because it seems to me you've captured the spirit of what we lost while bringing it into the present. It's clearly a fresh, new game, but that city block just ...feels like 'home.'

Kudos to the team. The wait for release day has just gotten that much more difficult.

P.S. Include me in the group that would like to be able to climb buildings without a travel power.

Spurn all ye kindle.

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Darth Fez wrote:
Darth Fez wrote:

The art department steps it up! Looks like the composition team won't get to rest on their laurels.*
Good stuff. I like it. The overall look does appear to hit the "like CoH, but prettier" marker.
* Fight! Fight! Fight!**** 5 Stars on the comp team. >.>

Comp already tried to sneak up on Art, but were stymied by an alligator pit.

Further inquiry showed it was actually an Artigator. Artigators are similar to alligators, but more dangerous to game avatars- they can render you limb from limb.

Composition Team

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A game lives or dies based on

A game lives or dies based on the quality of the tools used to create it. I should certainly hope that the production team is doing all they can to "modularize" the development of these environments so that you can build them like LEGO sets and just snap them together from stock'n'standard bits and pieces. You don't want everything in the game to have to be custom built from scratch, after all.


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Redlynne wrote:
Redlynne wrote:

A game lives or dies based on the quality of the tools used to create it. I should certainly hope that the production team is doing all they can to "modularize" the development of these environments so that you can build them like LEGO sets and just snap them together from stock'n'standard bits and pieces. You don't want everything in the game to have to be custom built from scratch, after all.

I agree, but I don't think you have much to worry about. "Modularize" has kind of been their battle cry from day one.

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

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vladko92 wrote:
vladko92 wrote:

Amazing work done! I just hope one thing, that this thing have day/night cycle...

Day/night cycles will be a thing. I believe that's a basic feature for game engines, these days.

Beamrider wrote:

Artigators are similar to alligators, but more dangerous to game avatars- they can render you limb from limb.

Did the comp team just sneak us a hint about a future power set? >.>

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Gangrel wrote:
Gangrel wrote:

Doctor Tyche wrote:
Godling wrote:
That looks a whole lot like fished product to me. How many gigs of ram of memory and graphics cards would be the current suggestion for opium results.

Running it on a quad core 2Ghz w/ 4gb RAM and integrated video at the moment.

When you say "intergrated video", could you expand on that please. Which model/processor are you referring to.
Because they are NOT created equal. Especially nowadays.
The older intel integrated are crap beyond belief, the more recent ones are surprisingly decent, along with the more recent AMD "integrated" chipsets (although once again, playing at 1080p resolution can be pushing it, it can still do it).
ie Intel HD 2000/HD3000 are *definitely* not really game worthy nowadays (they were ok back in the day), and AMD wise it is really only the more recent stuff which is suitable.
Also, as always... resolution is important. Because my tablet (win 8.1 cost £80) can run games on it. Sure, it only has 1GB of RAM, but it is integrated intel and quad-core, so I would expect to get this quality out of it?

Well, my tablet is probably the same as yours - except I have 2 gigs of RAM. Dell shrunk it for some reason on the later Venue Pros. I really do love this little tablet.
It's a testbed we use. As is the Mac Mini we used to render the fireworks.
As is the old Dell E6330 I call 'Victim'. And that's running a 3000 chipset. The 2000 won't work so well, but the 3000 seems to survive.

If I had to guess, those screenshots may have come off Marcianito's Surface Pro 2.
So, good integrated graphics. But not 'fished'.

Most of my main PC dates to 2011, by the way. I built with a Core i5-2500k, and it's been stable. i did put a GTX 760 in semi-recently, and it's capable of playing pretty much everything still. Though apparently it's minimum specs for Witcher 3.

Unreal is very, very, very good about low-end performance.
http://blogs.nvidia.com/blog/2014/01/05/demo/
I'm not saying it'll work on every tablet, but they're making an effort that'll pay off.

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Izzy
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warcabbit wrote:
warcabbit wrote:

Unreal is very, very, very good about low-end performance. http://blogs.nvidia.com/blog/2014/01/05/demo/
I'm not saying it'll work on every tablet, but they're making an effort that'll pay off.

Ahhh Nice.
I also found this video covering the same thing, kinda interesting.
http://youtu.be/DtCoZg852-o?t=26s

I am curious if nVidia will have something like AMD's "MANTLE API" for their mobile chips too? :)

All we need then is Decent Batteries. ;)
Charge cell in 20 seconds? http://youtu.be/VODVudVeb8k :O

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warcabbit wrote:
warcabbit wrote:

*snip*

Thanks for taking the time to reply, it at least makes me aware of what you are using right now in terms of specs (ish.... there are *FAR* too many different models of the mac mini out there, that it is impossible to know which year/model you are referring to.. some models are *VERY* capable at playing games).

The Surface Pro 2 is a beast of a machine when you get down to it (hell, if it can run Guild Wars 2 at medium settings and still hit 30 to 40fps at 1080p resolution... it has some grunt behind it)

So I think you can understand as to *why* I asked as to what you meant by "low end".

side note: The Witcher has *always* been demanding on PC requirements, if anything it fits the phrase "Can it run Crysis" better than Crysis nowadays. Hell, when it came out there were NO (at least that I heard of) PC setups on the day of release that could run Witcher 2 at *maximum* settings with a steady 60fps (or even 30fps).

side note 2: The tablet that I am using is the Linx 7. So not *exactly* designed for gaming if at all really.

Side note 3: That video is concerning the Tegra K1 SOC ARM chipset, which is Nvidia developed and used in a few android "gaming" tablets (and the Nexus 9 and some car systems).

So if anything, it is showing what it can do when on the "right" platform...

Quote:

1) I reject your reality.... and substitute my own
2) Not to be used when upset... will void warranty
3) Stoke me a clipper i will be back for dinner
4) I have seen more intelligence from an NPC AI in TR beta, than from most MMO players.

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http://www.dell.com/us/p/dell

http://www.dell.com/us/p/dell-venue-8-pro/pd And this is my tablet. I don't think you can call it designed for gaming, either.
The Surface Pro 2 is a beast of a machine, but I don't think using it for snapshots qualifies as 'fished graphics'.
The Tegra K1 is advanced now. In a year or two, it may well be common, I'd think.
Suffice it to say, we remain committed to making CoT work as well on as low-end a computer as possible.

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I never said anything about

I never said anything about "fished" graphics... that is what you suggested in the first place.

Quote:

1) I reject your reality.... and substitute my own
2) Not to be used when upset... will void warranty
3) Stoke me a clipper i will be back for dinner
4) I have seen more intelligence from an NPC AI in TR beta, than from most MMO players.

warcabbit
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I agree, you said nothing

I agree, you said nothing about 'fished' graphics. Godling did. But given that both of you were commenting on graphics, I feel it's perfectly acceptable to address all the points at once.

By the way, I've always wondered. Why are you misquoting Rimmer in your sig?

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MWM great job! With updates

MWM great job! With updates like this I may be able to convince my old champion’s PNP group into the new COT when it comes online in 2016.

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Great update... appealing

Great update... appealing visuals, even in test mode, beginning to show off some of the impressive capabilities of UE4. The pillared building shot (#4), with its materials, textures, lighting, and reflections was an eye-catcher. The Maya character rig was a nice behind-the-scenes teaser too!

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I think I just peed a little

I think I just peed a little just now...

I remember when Star Wars was cool...a long, long time ago...

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Comicsluvr wrote:
Comicsluvr wrote:

I think I just peed a little just now...

Stop looking at those infinity stone graphics and take the Collector's money already!

Spurn all ye kindle.

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At least I can rest assured

At least I can rest assured that its not a game set with only isometric camera views.

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Damn this looks nice.

Damn this looks nice.

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O my yes! More and more tech

O my yes! More and more tech updates please!

And what you've got looks awesome!!!!

With great power, comes the need for great heat sinks

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warcabbit wrote:
warcabbit wrote:

I agree, you said nothing about 'fished' graphics. Godling did. But given that both of you were commenting on graphics, I feel it's perfectly acceptable to address all the points at once.
By the way, I've always wondered. Why are you misquoting Rimmer in your sig?

Because this is what it used to be

Quote:

1) I reject your reality.... and substitute my own
2) Not to be used when upset... will void warranty
3) Stoke me a clipper i will be back for dinner
4) Never tell Gangrel to do anything... he will probably get it wrong
5) I have seen more intelligence from an NPC AI in TR beta, than from most MMO players.

So point 4 linked back to the "wrong quote". I changed it due to the limitation of the forum for sigs though (lines/number of characters) accordingly.

Quote:

1) I reject your reality.... and substitute my own
2) Not to be used when upset... will void warranty
3) Stoke me a clipper i will be back for dinner
4) I have seen more intelligence from an NPC AI in TR beta, than from most MMO players.

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Whoa! You guys have been busy

Whoa! You guys have been busy since I've been gone, any chance of showing this on youtube? And would it be cool to have our own sidekick like pets until we team up with a group finder? And any luck in the COH rights again? =^_^= Sorry I'm all flustered.

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IT'S BEAUTIFUL

IT'S BEAUTIFUL

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Very pretty, though I'm a bit

Very pretty, though I'm a bit scared as some people above noted that my CPU would cry. The city and stuff I can handle, but with NPCs, players and superpowers all over the place, I get a bit worried, depending on how... Showy(?) the powers and players get.

It makes me happy that you are making an effort toward low-end PCs as well. (my computer is pretty medium by today's standard)
Although we probably have to wait until alpha testing before any real optimization takes place, but judging from the progress, I'm not really worried that the end product will be cry inducing.

I look forward to alpha tests. ^^

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I'm real curious, Do you have

I'm real curious, Do you have a map of the city that we can see yet?
any plans to let us join you in running around the city with weird blue mannequins?
I'd love to get a closer look

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There was a city-wide map in

There was a city-wide map in one of the updates last year. I don't think there's been more than that.

Has anyone seen my mind? It was right here...

TheMightyPaladin
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Thanks.

Thanks.

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And in the discussion on the

And in the discussion on the Dragon Con presentation last year, Conundrum of Furballs gave us a link to the Power Point presentation, which has a good map, if you can screenshot it. ^_^

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Foradain wrote:
Foradain wrote:

And in the discussion on the Dragon Con presentation last year, Conundrum of Furballs gave us a link to the Power Point presentation, which has a good map, if you can screenshot it. ^_^

Nice slideshow! Lots of good info! Thanks for posting the link here!

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Any plans to open a test

Any plans to open a test server to the public? That was one of my favorite things in CoH.

Fifteen hundred years ago everybody knew the Earth was the center of the universe. Five hundred years ago, everybody knew the Earth was flat, and fifteen minutes ago, you knew that humans were alone on this planet. Imagine what you'll know tomorrow.

VeritasLux
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Any plans to open a test

Any plans to open a test server to the public? That was one of my favorite things in CoH.

Fifteen hundred years ago everybody knew the Earth was the center of the universe. Five hundred years ago, everybody knew the Earth was flat, and fifteen minutes ago, you knew that humans were alone on this planet. Imagine what you'll know tomorrow.

VeritasLux
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Any plans to open a test

Any plans to open a test server to the public? That was one of my favorite things in CoH.

Fifteen hundred years ago everybody knew the Earth was the center of the universe. Five hundred years ago, everybody knew the Earth was flat, and fifteen minutes ago, you knew that humans were alone on this planet. Imagine what you'll know tomorrow.

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I'm titillated and excited to

I'm titillated and excited to see what the devs will make! It looks amazing!