The Tech of the Colossus
Via a Cathode Tan post, a gloriously in-depth look at the technology behind the PS2 title Shadow of the Colossus. From that article: "In games such as DOOM3 on the PC, the model used for generating the shadow volume is almost equivalent to the character itself. But with SOTC, in order to speed this up, we made use of a simpler model with much fewer polygons in. The main character generally consists of 3,000 polygons, but the colossus can be around 18,000 polygons, depending on the type. But the model used for shadow generation will contain a substantially lower amount than this. For example, the simple model seen by the player will probably only use 1/40th of what the original model contained."
I see this in lots of games these days.
It's a very neat effect. But I find it distracting, and my eyes are constantly trying to focus, and I end up getting a headache after a while.
... From the subject I was anticipating something about either the Colossus computer or the Colossus of Rhodes.
Or even something about this
It's a good thing that developers keep developing for older hardware and game consoles as it allows for optimizations that can be passed onto newer hardware for visuals that could not of been achieved before. If software developers were to keep relying on the hardware to improve to get better visuals, then people would have to spend 1000s each year just to see a game that looks moderately better. While playing SOTC I was amazed at the way they did the lighting and how the landscape was so vast and looks so real. It is a real treat to read how they actually achieved such awesome graphics.
I think SotC would have been a real letdown on any other console. The effects, which are nothing short of amazing, may have been used to cover up the lack of a huge poly-count in some cases, but they're really what gives the world in SotC it's beauty. The main character, I agree, does look kinda crappy. The horse isn't too bad. But the world looks absolutely amazing, and so do the Colossi.
The PS2 doesn't have the raw power of the Xbox or the Cube, but it is capable of some really amazing visual effects. It's really a shame that most developers haven't taken full advantage of it. OTOH, there's still some great games coming out on that ancient thing.
Sticking feathers up your butt does not make you a chicken - Tyler Durden
Amen. "lens flare" effects are overdone to DEATH...I love how it seems that in games, all the "lenses" have nearly circular apertures, a bad problem with internal reflections/ghosting, and what look like dozens of air/glass interfaces. It seems to me that if you care enough to put flare/ghosting effects in, you should at least bother to make them believable (polygonal apertures instead of circular, effects of flare on overall image colour/contrast, etc).
Maybe it's simply because you are meant to sink in this atmosphere of dread. I mean, it's bound to be voluntary for this particular universe to be almost devoid of any advanced lifeforms. The way you have to wander around in those deserts, making you feel like if you were even more dead than the one you are trying to revive. Even the colossi are ambiguous.. part machines part animals. Golems of some sort.
It does create more sensations than it tells a story.. I think it does it pretty well even.
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