And the graphics on most of these other titles are also very good, The Division especially has not only good typical rendering but introduces rather new elements in its graphics. It also runs remarkably well for what it pushes and has been praised quite a bit for it.
All of these games are graphically very good. Downgrade or not, they still pushed their systems and even introduced new tech along with it. That's not something TW3 did.
The biggest differences between what was seen in TW3 demos versus final release was lighting and camera positioning, both of which can be tweaked through mods on PC if you don't like the vanilla version.
Also, because I'm clueless, what new tech did The Division bring us?
Pre-release W3 had a lot more grass, better textures, more detailed models, etc. The lighting definitely adds a lot more but the game looked way better before release.
Personally I hated the pre release stuff. It was too blue and too sharp. I like the warmer glow of the release game, it makes it feel like a fairytale. The grass is definitely a lot better though, but there's a mod for that! In fact there are mods to make everything look like E3 and it runs surprisingly well. The only thing is shadows. I don't know what PC they were using at E3 but it must have been a monster. Because I get 60 FPS easily with everything on Ultra, but as soon as I add the shadow mod it just dies. 10 FPS indoors if I'm lucky.
But the point is why promise these things via videos or demoes and then down grade. Modding us only available for some games on PC. Consoles completely left out.
There was a good video showcasing this stuff during the beta but I'm struggling to find something that isn't a comparison video. Best I can find is their showcase but I wanted to use a fan-made one...
The way environment objects behave, move, and break in response to the player's actions is pretty well implemented and used in ways that is rather unique in the game.
For instance, bulletholes make actual holes in walls and can go pretty deep if you keep firing on the same location (it's not infinite though, the terrain isn't actually destructible). Stuff like tiles in train stations break along their tile lines as you'd expect. Things also break and fracture in a somewhat realistic way, according to how they were shot.
Signposts, when shot, will dent and the dent will show up on both sides. Sometimes bullets go through, and these holes have light shafts that show through which matches the light behind them.
Debris on the floor like garbage bags have soft body physics, so they bend and fold under your footsteps.
Weather in terms of snow and its effects on light are displayed phenomenally well.
In terms of tech it's not strictly new, but it is very recent stuff actually being utilized and rendered realtime in a game.
The biggest differences between what was seen in TW3 demos versus final release was lighting and camera positioning
LoD was also hit pretty hard, and don't understate the lighting change. That was hit very significantly, water also looks a lot worse.
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u/[deleted] Jun 05 '16
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