Originally Posted by KikeTheKiller
2. How can you judge the graphics by only 16 seconds of video? I'm curious to know.
The "pause" button is amazing
But seriously, it's no that hard. I chose to pause at 1:10 just for the sake of this analysis, but really, any period works. It also helps to have spent a lot of time working with game engines, reading technical documentation, etc.
1. The rock wall they're leaning against is incredibly blurry; the texture resolution is obviously very low.
2. The rock wall is also very 'flat'; you'll notice that despite it being rock, and it implying that it's a rough surface (moss, etc.), the color variance is very little. This is because there are no 'pockets' in which to create shadows; that means there's no displacement mapping via POM, Tesselation, or geometry. This is most obvious to the right of Ellie, where the supposedly rough and broken segment is actually very smooth. In addition, the vines by Ellie are just part of the texture - not even a 2D plane to give it a sense of depth.
3. The ground on which the giraffes are walking on is extremely 'empty'. The ground textures imply a grassy field; however, the only grass present is in the form of "tall grass". There is no short grass to speak of.
4. In addition, the puddles by the giraffes don't reflect anything. It's just an environmental probe being used.
5. The right-most giraffe walks through very tall grass, and the grass does not react. It's just a 2D sprite without any physics.
6. The grass is uniformly bright. There is obviously no AO applied to it. This goes for the trees, as well. The center-frame tree is particularly bad for this.
7. The buildings in general are extremely low resolution and 'flat'. The left most building is at most a dozen or two poly's. For example, the windows are not actually inset; they are a flat texture applied to a flat plane.
8. The distance shadows are incredibly faint. Firstly, this just isn't realistic, but it also implies that there are very low resolution. In fact, if you skip forward to the last few frames BEFORE the logo shows up, you can see that the furthest away giraffe's shadow has disappeared; it's outside the draw distance.
9. The center tree and the tree on the left of Joel are the same model with a slightly different scaling. Anyone doing any serious design would have at least rotated the tree so it doesn't look EXACTLY the same.
I could go on, but I don't think I need to. Basically, if you posted this on somewhere like Crydev or Polycount, they'd say "good start, but it needs more work".
Also, is it just me, or does the video look incredibly upscaled? There's no way that in-engine bit was actually rendered at 1080p. And it's not a "youtube compression sucks" issue; the text before and after it is still very good.Edited by doomlord52 - 4/10/14 at 6:17pm