like, this kinda asks the question, how many polygons does it take to render something like an arrow that points players to the next point at which they will experience what they are supposed to experience... i care about visuals, its part of the experience, but in the heat of the moment of fragging someone , the visuals usually get filtered out as i try to line my crosshair onto my target, or they get in the way like foliage and trees... better yet, i wish that the crosshair in the next UT is a pixel shader operation, in that it will adapt and adjust its colour to whatever its rendered over(kind of like the windows inverted cursors), so i can always see it and the levels tend to feel more beautiful when my crosshair always stands out... after all, the entirety of the game happens inside the crosshair , and if you make the connection between the game and the graphics good, then the game feels as beautiful as the graphics...
Yes! so people will envy you with your new computer!!Tournament0 said:But I am hoping to get a new computer by the time "Envy" comes out.
if you have a sun-like lightsource in the level (parallel light that lights the level evenly, at least in the open areas) , the shadows act as a cue for your perception of things in relation to e.g. the ground, and its one of the good things about good graphics...like if you start having big vehicles that fly and cast big shadows , then it helps gameplay to be able to use these shadow cues .... or, if you have a ballistic weapon like the flak cannon secondary fire, and your in a room with a decent (non-disco-like) light source, with someone else in the room casting a proper shadow which you can see easily, i think its easier for you to hit him with a projectile than if he was just a flat bunch of polygons on your screen...NiteX said:whats the point in having shadows in a map that you will never notice because of the fast gameplay?
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