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A few days ago, we shared Daniel L's video of his Unreal Engine 4 vision of Durotar from World of Warcraft. Today, he's back again, this time with the Northrend location of Grizzly Hills. Damn, folks...if only!
Comments
So you think those graphics are fine for 2018? The guy's been making these videos for 2 years now, they're clearly dated.
Aloha Mr Hand !
The high system requirements of other games is a big reason why WoW has been able to do as well as it has. They've basically helped Blizzard by biasing their games against so many players' technical capabilities.
Is Blizzard sleeping...lazy..don't care,what is their problem?
I am not sure if last poster is claiming Blizzard does that on purpose to get more users or is just saying it helped them?I can tell you as i stated fro mday 1,Blizzard did NOT do this for more players otherwise they would have multi platformed the game the way FFXI and SE did.
Without being right inside their top execs heads there is only speculation,assumptions but you can sort of figure it all out by process of elimination.They were TERRIBLE at console work,hence subbed out Ghost.Low end means LESS optimization ,so less effort,less cost but in the end LESS for the gamer as well.
There is memory limitations example FFXI on PS2 but Blizzard using the PC had no such excuse as well there is always the option to SCALE the game to each individuals need,aka sliders and ability to turn off intensive settings like shaders,shadows,particle effects etc etc.
What i am saying is that there is VERY little excuse going low end,it is usually a simple cost cutting idea.This was EASY for Blizzard and Wow because they have a following that will buy anything no matter the quality.Starcraft..low quality,Diablo low quality,ALL of their games are low end,cheaper production.
If some did not read what i just said,i will remind that NO an Unreal $ HQ looking game would shut NOBODY out,this is the part about scaling and sliders and Blizzard putting in some effort.They don't want Epic to cash in on their profits,so they use crap like Unity.
I said it a long time ago,when Blizzard steps up and makes their own HQ engine and delivers a HQ looking game,then they can finally brag and sit alongside the big boys,until then,.low quality game designs.
Never forget 3 mile Island and never trust a government official or company spokesman.
It's not as simple as taking assets and porting them to a different engine like what this guy is doing.
All of the backend systems would need to be redone as well. The entire game would have to be redone.
To say that the developers are lazy just displays how ignorant you are.
I agree with @Torval , and I'd be perfectly fine with graphics like this. Most mmos wish they looked this good.
DirectX 8.0a - Shader Model 1.3DirectX 8.1 - Shader Model 1.4DirectX 9.0 - Shader Model 2.0
DirectX 9.0a - Shader Model 2.0aDirectX 9.0b - Shader Model 2.0bDirectX 9.0c - Shader Model 3.0
DirectX 10.0 - Shader Model 4.0DirectX 10.1 - Shader Model 4.1DirectX 11.0 - Shader Model 5.0
DirectX 11.1 - Shader Model 5.0DirectX 11.2 - Shader Model 5.0DirectX 12- Shader Model 5.1
, Also DX11 will only be used, No more DX9 option.
We have seen quite a few threads with people upset and confused about the new warnings in the Blizzard app. Warnings that tell you that your system will be unsupported soon. While this is true in some cases, I would like to provide some resources and advice on how to see if you will still be able to play.
Here is a list of requirements and resources to help you find out the state of your computer.
OS requirements:
Windows -
Users will need to be on the following OS builds, with the 64 bit version installed, and able to support DirectX 11. Windows 7 Sp1Windows 8.1Windows 10
How to check if you are on a 64 bit OS.
1. Hit Windows key
2. Type “my computer”
3. Right click this PC or the name you gave it
4. Select Properties
5. Look at System type ( You will want 64 bit Operating system listed here )
How to see if your Video card supports DirectX 11. This list is not up to date but if you have a card that is newer than the ones listed, it is likely okay. You can check on the manufacturer's website to be sure.
Mac -
Users computers will need to support the Metal API.
A list of Mac computers that can support Metal .
Users should also be on a supported macOS.
macOS 10.12.X
macOS 10.13.x
*macOS 10.14.x
*(macOS may not be released by the time these changes go live )*
But western MMOs in general have been chasing the largely "toony" style with the random exception vying for an unfortunate attempt at realism.
Eastern MMOs split themselves between toony and realism too, but rather than straight realism they go for a stylized sense of it.
WoW still leans on the toony side of things, though less exaggerated than most. The above image and that person';s project shows them sort of splitting the difference with more realistic rendering techniques alongside the original toony models to give it a more stylized realism flair.
Problem underlying this is that the "dated" element more so comes from the quality of the physical assets, which WoW is rather spotty on. Many old zones still have original release assets in them that are notably low poly. Those zones look visually dated compared to the newer zones in the game on a general level because of this. and while some changes have taken place over time like the revamping of major cities, it's not a consistent change or update to the quality of the assets.
The baseline models would need to be updated to remove that particular "dated" element that exists in this case, as without that it will retain that visual gap as compared to other titles.
Archeage or GW2 would be a good comparative benchmark in that regard as their rendering effects are technically lower than what's shown in that image, but the base models are more complex and detailed, allowing them to have a better baseline visual quality.
If you took either of those games and dumped their assets into the Unreal 4 engine to take similar screenshots you would be able to see how that jump in core asset quality would affect the overall quality of the imagery.
I would assume that would be the dated element of it.
Video highlights it well by how many assets from the unreal engine asset library or artist's own make are substituted around the environment to update it as compared to some of the core buildings which show a clear shift in visual complexity and more hard polygonal edges.
Never forget 3 mile Island and never trust a government official or company spokesman.
Lets not even forget about the overhead such glitz adds to the game... things that you really only look at once. Where's the ultra realistic head decapitations with blood spatter? Where's the oozing guts after you eviscerate your your opponent. The popping blood vessels in the eyes as you strangulate them? No one is making videos of that. If you want photorealism, you can't just stop at the backdrop.
Remember, photorealism never adds to the longevity of a game, it dates it. Stylized lasts longer because people don't have expectations of it.