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Dopefish

[Repost] RTW 2010 vs G1 2014

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(Originally posted the 12th of January, 2014)

 

Upper image is from RTW, while the lower one is taken from G1 today.
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Here's a bonus of the playerbase from Patriot, back in 2011:

jjUHcBa.jpg

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Wow... When the game was a magic place to live...

Edited by Xaix
Compliment added

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also dopfish heres my FH u can use for your forum pic. WEHTApl.jpg

Edited by TheTankBal

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APB went from a nice bright city to an ugly second life grunge fest.

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7 minutes ago, TheTankBal said:

also dopfish heres my FH u can use for your forum pic. 

[IMAGE]

Thanks!

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1 minute ago, Dopefish said:

Thanks!

NP, i just moved him into a new tank to. 

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hopefully we can turn on the lights on san paro after 4 years

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1 minute ago, Bellenettiel said:

hopefully we can turn on the lights on san paro after 4 years

u could do that?

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Just now, TheTankBal said:

u could do that?

figure of speech

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1 minute ago, Bellenettiel said:

hopefully we can turn on the lights on san paro after 4 years

The main reason why the lights aren't as bright, were because MonteCristo went through and lowered all the emissive textures for them. If that's a change we'd like to see in the future is mainly subjective, but it would make sense to increase them for certain materials.

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1 minute ago, Dopefish said:

The main reason why the lights aren't as bright, were because MonteCristo went through and lowered all the emissive textures for them. If that's a change we'd like to see in the future is mainly subjective, but it would make sense to increase them for certain materials.

well i guess i deserved that
i meant the game filled with people, as in.. enough to light all those buildings?

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rtw night sky looks grossly unrealistic

 

g1 doesnt look that much better but at least it could  be light pollution

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Let's all remember that the stock exchange values in financial haven't changed in 8 years!!!! Safe investment fellas!!!!

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How did they manage to make the game look so much worse? Seems to me you'd have to be legit trying really hard to do that.

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15 minutes ago, BXNNXD said:

rtw night sky looks grossly unrealistic

 

g1 doesnt look that much better but at least it could  be light pollution

Yes the RTW night sky is supposed to be light pollution and it looked great.

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1 minute ago, -Rachel- said:

Yes the RTW night sky is supposed to be light pollution and it looked great.

you can see stars lmao

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9 minutes ago, BXNNXD said:

rtw night sky looks grossly unrealistic

 

g1 doesnt look that much better but at least it could  be light pollution

it is a city that never sleeps, as the lore states.. lights on at all times.
makes sense

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1 minute ago, BXNNXD said:

you can see stars lmao

Well aside from that, but I mean the general glow.

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A third comparison to where APB ended up might be in order. 

 

Along with a re-re-re-breakdown of what changed for the worse (at least to some of us). 

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Just now, -Rachel- said:

Well aside from that, but I mean the general glow.

the glow is correct in existing and its close in color, but it only seems to extend about 3 floors off  the ground

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I think a compromise somewhere in-between could be found?

 

 

There are a lot of things I would like to pick from both.

 

The darker areas (back alleys, tunnels, interiors) were almost as bright at nights in RTW as open areas are now. I want the dark alleys and shady backstreets and bright days and higher quality sky.

 

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2 minutes ago, BXNNXD said:

the glow is correct in existing and its close in color, but it only seems to extend about 3 floors off  the ground

Yes and no. There's no longer the same type of bloom. The 'high quality' star shaped bloom, that is, versus the standard circular blob we have now. Ontop of this they removed a form of emissive light from the majority of in-game objects leading to them looking more dull. Especially at night when object brightness really comes into play. 

Edited by Genobee

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If I recall correctly, wasn't the purpose of the changes to help client side performance? It would be interesting to see frame and stability differences between these two stages of shaders/textures to see how effective the changes really were. 

Edited by BuckyTheBronco

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