Will TT Engine be capable to render photorealistic graphic?
I'm worried that the TT Engine will not be able to deliver high-end graphic that fully respect the high visual standard that the Jurassic Park brand needs. The movie was a milestone about this, but will the TT graphic engine be capable to render lights effects, enough polygons and detailed textures that the project needs?
When JP will be out, another game will be realeased and, although it's a different genre, it will set the graphic standard: i'm talking of Crysis 2.
How will it compare to JP?
The last photorealistic game TT did was CSI: Hard Evidence and although it has clean and nice graphic, it cannot compete with nowadays standards:
One of the two is Crysis 2...
Of course all I've said is completely unnuseful if the plan is to release JP for Wii given its old hardware and its crappy and anachronistic 40mb limit...
When JP will be out, another game will be realeased and, although it's a different genre, it will set the graphic standard: i'm talking of Crysis 2.
How will it compare to JP?
The last photorealistic game TT did was CSI: Hard Evidence and although it has clean and nice graphic, it cannot compete with nowadays standards:
One of the two is Crysis 2...
Of course all I've said is completely unnuseful if the plan is to release JP for Wii given its old hardware and its crappy and anachronistic 40mb limit...
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Ok, but do you think that the game will not look old with graphics like this in 2010/2011? Or even market appealing?
Incorrect. The last one they did was CSI: Deadly Intent this past October.
PS: I'm pretty sure that JA screenshot posted above was either taken on a bad PC or from a really early version of the game, because the game looks much better than that.
All GameEngines i at least have seen have their very own featuresets and limitations. Depending on the aspects you want to replace this either works or isn't supported at all.
Is Crysis looking realistic? Are we talking about CryEngine 1, 2 or 3? Is the TTT able of deferred lightning? ...
It's safe to assume that the new games will look a lot better than CSI but it's also safe to assume that they won't play in the same league like a well done CryEngine 3 game. But less advanced technology doesn't automatically result into bad looking games, not as long as you have a concept/scenes which take this into account. You can always tweak things, at least to a certain degree.
The CSI and Sam and Max Wii ports were disc releases, they could do the same with these.
...
I think ulitmately, art direction is more important than the engine itself. Thanks to Ryan Jones, MI and S&M (prior to s3) looked fantastic even when the graphics seem a little dated. I'm just hoping these aren't just cheaply made licensed games pooped out for the naive audience.. "oh look, a Jurassic Park game! Little Jimmy likes dinosaurs!" x every mother in the world = easy buck.
Worse case scenario, really.
Maybe even like this.
ahh we can only hope
*fingers crossed*
So all the most popular engines nowadays (Quake, Unreal, Source, CryEngine, even TTG's own engine) that have made significant advances since they were initially created means....nothing? For Duke Nukem Forever, they even took the Unreal engine and modified it to create a completely new rendering engine with its own look. My point is anything can be be modified and added to. Especially the Tell Tale Tool, since they've said they're always working on it and adding to it. They can make it do anything they want it to.
Whilst theoretically you might could enhance an engine which grants you the rights to do so, it easily could be a complete waste of ressources because you don't have the knowhow/time/manpower and so on to do it correctly, it might be a drag due to the design of the engine or messes up the workflow somewhere else, to shorten it up whilst your idea could be right for a specific case, it doesn't work as a generalization.
There are engine designs which work in a open modular way where you can exchange certain elements and write it on your own or make usage of some middleware you licence but again, you can't generalise this and say oh it's no problem enhancing the TTT so that it works/looks like theCryEngine for instance.
Sometimes it can be quite a pain listening to gamers, some horrible examples exist on certain game magazine sites, and their very special kind of views of what all should be no problem and those lazy incapable programmers who just have to, well, i guess you know what i mean.
I realize it means extra work, but seriously. The majority of the game developers out there work with the latest rendering technologies*, and gamers expect it. So there's got to be a way to easily streamline it. And if not you can always hire people with the knowhow. And I know that means more money. I'm not saying it won't cost the company more of something, I'm just saying it's more than possible.
Hold on. Are you saying that if one wants to take advantage of certain rendering technologies* in one's engine that they'd have to license it first? I can't think of anything more ridiculous.
Again, I never said it wouldn't be more work (although the methods that graphics are created with nowadays have become more streamlined and efficient), and I even understand if TTG couldn't/wouldn't do it. I'm just saying it is completely possible to add greater rendering technologies* to an existing engine. And you can generalize that. Any engine has the capability to be more than it is if you have the patience and/or money and knowhow to program it in.
*When I say rendering technologies, I'm not referring to engines but they way engines render a 3D image. You can't license normal mapping, phong shading, or dynamic lighting for instance, while you can (and must, if you don't already have an engine) license an engine that utilizes these rendering methods.
You can write you own renderengine, you can licence one, you can use the one which comes with the gameengine, ...
What's suprising about that? It's the same like for instance with sound. If you can afford it, you will most probably go with a FMOD licence, if you can't you'll use BASS, openAL, ... write you own audio lib whatever. It's the same thing with a lot of components you need for a game (graphics, sound, ai, physics, ...) as long as your game engine is capable of integrating such components.
Otherwise you might just use such middleware and write the GameEngine on your own or you can't integrate such things because your engine wasn't designed for such purposes or it would mess up your engine's workflow. There are many possibilities why you can and why you can't do such things. But if you don't want to write a certain component on your own due to some of the reasons we have already talked about and can afford the licence, then why not?
a) There does exist a mature crossplatform soundengine? Let's see what it costs.
b) We need some more performance and are in need of some advanced occlusion culling. Let's take a look at Umbra.
And so on...
Theoretically you could enhance a Quake I engine to a cryEngine 3 but it would be more a complete start from scratch. As this is a money driven business you'll want to go the way which serves you the best.
Of course you can licence render engines. With shaders the days of fixed function piepelines are over since years, at least on the desktop. Normal mapping is a concept. You're free to implement it on your own (it's all just shadercode) and it has to wok together with the rest of the lightning system. Beside of this, a renderengine is a bit more than just a pack of shading possibilities.
frankly i do agree with the original post that both of these new franchises would be better suited to the realistic look as opposed to the cartoon like look they have used of late...but don't be surprised if these titles end up being made on a different engine. especially jurasic park. that is just screaming out for cryengine2.
but before we cry out for awesome visuals how about some idea of how jurasic park would even work? seems like a limited scope for adventuring.
That's not what Telltale is about.
If TT will release a shoot'em'up, I'll shoot'em'all.
I'm looking toward a real Adventure Game.
No RPG, no FPS, no RTS.
This is known as the uncanny valley.
I think it's because the eyes always look dull and lifeless.
That's a very interesting concept.
It just wouldn't really be Jurassic Park with cartoony and wacky charactes in it.
Maybe this is what they're going for:
http://www.youtube.com/watch?v=LyGMiwOGBfM
Yeah, it's been a while since I last saw them, but I've always thought they look fantastic even by todays standards.
Lets hope they actually surprise us with the graphics of both these new franchises. It would be really awesome if they stepped outside of the cartoony zany graphic styles I think.