Originally Posted by Bit_reaper
And yes I can spot a ton of differences. A lot is just in the lighting and AA (AA is much better thank god). I can see that the over lapping geometry on the leather strap has been fixed. This might actually be a side effect of said strap now being just normal mapped instead of its own geometry (more polys can sometimes be troublesome like this). The lion head on the armor looks flatter so its probably lost a good deal of polys especially around the eyes.
I saw the difference in the shadowing in some areas, but the lion's head thing i couldn't see. So, shadows and maybe the lions head = 80k Polygons? I look at the 2 and I really need to look hard to find any sort of differences between the two. The only thing that stood out is the shadowing, but that could have also been a design choice to lower the shadow density in their helms.
To complain and say that the machines are not powerful already and seeing ~50% polygon cut and still end up with near identical images to me shows there is a lot of things they can do make something look nicer. We can create stuff far exceeding current machines already, doesn't mean that we should. Just think about any animated video that needs to be rendered. Stuff like it took Toy Story 3 1,038,240 CPU hours to render that movie. That obviously had a lot more precission than needed. It took 7 hours to render a single frame. Just imaging that kinda framerate =D.
We dont have any optimized engines right now, they are all just there rendering like they would on a PC. Give them time to understand how to take advantage of the hardware, and im sure they can give you that 1080p.
Look at Crysis. It runs on an 8 year old machine and still looks nice.