Dev Blog 21/03/19

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[parsehtml]<p><img class="frame" src="https://www.taleworlds.com/Images/News/blog_post_82_taleworldswebsite.png" alt="" width="575" height="290" /></p> <p>As an enterprising adventurer in Bannerlord, sometimes it feels like your party never goes fast enough. Those pesky steppe bandits that are pursuing you keep closing up; Queen Rhagaea was expecting that quest to be finished yesterday, and all that butter you are carrying to the market isn’t getting any fresher! You need to go faster… but have no worry, dear reader, for this week’s blog is about party speed. Just read on and you will master the art of outrunning your opponents in Bannerlord in no time.</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/102
 
Terco_Viejo said:
Hello Developers!

A simple question easy to answer with Yes or No. Concerning this image that you have published:
blog_post_82_taleworldswebsite_04.png

Are "Precomputed Radiance Transfer", "Contact Hardening Shadows" and "Temporal Scalable Ambient Obscurance" systems applied in it?

Thank you in advance

Can't you tell just by looking at it?
 
FBohler said:
Terco_Viejo said:
Hello Developers!

A simple question easy to answer with Yes or No. Concerning this image that you have published:
blog_post_82_taleworldswebsite_04.png

Are "Precomputed Radiance Transfer", "Contact Hardening Shadows" and "Temporal Scalable Ambient Obscurance" systems applied in it?

Thank you in advance

Can't you tell just by looking at it?

I just really don't know what to think about the lighting issue. There is something that doesn't convince me...I may be nostalgic for the old scene captures but the new scene ones don't give me that wow feeling.I have the feeling that they touched something since 2017 with the theme of lighting and I don't know if it was really a step forward.
It is not the same time of day ... but in the new image nor the sky is blue ... everything is covered by a weird white matte effect...which gives an overexposed visual sensation.

7vzdT9s9yTLzNYamaJv6jF.jpg
blog_post_82_taleworldswebsite_04.png

Hopefully the devs have something like this prepared inside the sleeve. :iamamoron:


 
Terco_Viejo said:
I have the feeling that they touched something since 2017 with the theme of lighting and I don't know if it was really a step forward.
It is not the same time of day ... but in the new image nor the sky is blue ... everything is covered by a weird white matte effect...which gives an overexposed visual sensation.

7vzdT9s9yTLzNYamaJv6jF.jpg
blog_post_82_taleworldswebsite_04.png

Hopefully the devs have something like this prepared inside the sleeve. :iamamoron:

I'm superficial, but except for the high-resolution grass, the mule and the reins, I would say it's just Warband.
 
DtheHun said:
Terco_Viejo said:
I have the feeling that they touched something since 2017 with the theme of lighting and I don't know if it was really a step forward.
It is not the same time of day ... but in the new image nor the sky is blue ... everything is covered by a weird white matte effect...which gives an overexposed visual sensation.

7vzdT9s9yTLzNYamaJv6jF.jpg
blog_post_82_taleworldswebsite_04.png

Hopefully the devs have something like this prepared inside the sleeve. :iamamoron:

I'm superficial, but except for the high-resolution grass, the mule and the reins, I would say it's just Warband.

Now that I notice better the mule's snout and the textures, they are blurred as if it were a low resolution.  :roll:

blog_post_82_taleworldswebsite_04.png
blog_post_11_taleworldswebsite_03.jpg

Just as the scale barding looks splendid to me, the chain mail barding  is terribly horrific.
 
Terco_Viejo said:
FBohler said:
Terco_Viejo said:
Hello Developers!

A simple question easy to answer with Yes or No. Concerning this image that you have published:
blog_post_82_taleworldswebsite_04.png

Are "Precomputed Radiance Transfer", "Contact Hardening Shadows" and "Temporal Scalable Ambient Obscurance" systems applied in it?

Thank you in advance

Can't you tell just by looking at it?

I just really don't know what to think about the lighting issue. There is something that doesn't convince me...I may be nostalgic for the old scene captures but the new scene ones don't give me that wow feeling.I have the feeling that they touched something since 2017 with the theme of lighting and I don't know if it was really a step forward.
It is not the same time of day ... but in the new image nor the sky is blue ... everything is covered by a weird white matte effect...which gives an overexposed visual sensation.

7vzdT9s9yTLzNYamaJv6jF.jpg
blog_post_82_taleworldswebsite_04.png

Hopefully the devs have something like this prepared inside the sleeve. :iamamoron:

Oh boy the bottom picture looks much worse than the top seeing them side by side.
 
DtheHun said:
I'm superficial, but except for the high-resolution grass, the mule and the reins, I would say it's just Warband.

+1



I agree with Terco. For me, right now the game looks horrible compared to those nice images from 2017.
 
Don’t forget developing a game is not a linear process, the builds TW may be using for these pics might not be the ones they used for previous pics. Maybe the lighting or shaders aren’t fully functional in the one they used for these last pictures which doesn’t mean they suddenly stopped having them.

Weekly blogs are never going to show the most polished version of the game because that version isn’t simply something devs build upon or have at all times, they disable certain systems for different purposes only to add them back on later.

I figure only showing the most polished build every time would require diverting too many resources from actual development, so they go with what they have close at hand.
 
Count Delinard said:
Don’t forget developing a game is not a linear process, the builds TW may be using for these pics might not be the ones they used for previous pics. Maybe the lighting or shaders aren’t fully functional in the one they used for these last pictures which doesn’t mean they suddenly stopped having them.

It isn't the first time there's debate around this topic, and plenty of "maybe" flying around. It would be nice to have some clarifications from TW, which is what I'd expect from more transparent communication. (Unless such clarifications were already made in some dark and forgotten place?)
 
I actually agree, I feel like the post-processing, lightning or something like that is a bit "off" in the newer screenshots and gameplay videos. The models look good, but it feels like someone started a new Unity project and just imported a bunch of expensive models into it.

It makes it look more "rough" and less polished by my opinion. Actually to be completely honest I feel like the slightly more "toony" tone for the visuals in the earliest screenshots and videos felt more polished. But that's just my own opinion and I understand some people prefer more "realistic" graphics.
 
Gab-AG. said:
Count Delinard said:
Don’t forget developing a game is not a linear process, the builds TW may be using for these pics might not be the ones they used for previous pics. Maybe the lighting or shaders aren’t fully functional in the one they used for these last pictures which doesn’t mean they suddenly stopped having them.

It isn't the first time there's debate around this topic, and plenty of "maybe" flying around. It would be nice to have some clarifications from TW, which is what I'd expect from more transparent communication. (Unless such clarifications were already made in some dark and forgotten place?)

Duh_TaleWorlds said:
We don't have a build specifically dedicated to showcasing the game (outside of convention/media builds). What you see in the blogs is typically one of the internal builds used for testing out specific features. That means there will often be significant variation in the graphics and gameplay as different systems are included, taken out, fixed, updated, etc. Do keep in mind that the the development blogs are meant to provide an insight into the development process to various audiences moreso than wowing everyone every week with a perfectly polished showcase of the final product.
 
RoboSenshi said:
Oh boy the bottom picture looks much worse than the top seeing them side by side.

the grass on the old screenshot is much more diverse  :neutral:
 
Those impressive pictures from the past were showing only few characters, mostly one at a time. Possibly that level of detail was proven too much for armies, maybe the PC technology has not advanced in the estimated pace, so they have tuned down the visuals. Developement beeing linear or not, the icing covers less and less both graphically and in terms of features.
 
DtheHun said:
Those impressive pictures from the past were showing only few characters, mostly one at a time. Possibly that level of detail was proven too much for armies, maybe the PC technology has not advanced in the estimated pace, so they have tuned down the visuals. Developement beeing linear or not, the icing covers less and less both graphically and in terms of features.

No I don't buy that reasoning, it's not the quality of the models that's the problem, it's the lightning and perhaps post processing. Also yeah the grass, trees etc. Looked way better but I doubt that would have a big impact on performance.
 
Rungsted93 said:
No I don't buy that reasoning, it's not the quality of the models that's the problem, it's the lightning and perhaps post processing. Also yeah the grass, trees etc. Looked way better but I doubt that would have a big impact on performance.

Not just models have detail.
 
Terco_Viejo said:
FBohler said:
Terco_Viejo said:
Hello Developers!

A simple question easy to answer with Yes or No. Concerning this image that you have published:
blog_post_82_taleworldswebsite_04.png

Are "Precomputed Radiance Transfer", "Contact Hardening Shadows" and "Temporal Scalable Ambient Obscurance" systems applied in it?

Thank you in advance

Can't you tell just by looking at it?

I just really don't know what to think about the lighting issue. There is something that doesn't convince me...I may be nostalgic for the old scene captures but the new scene ones don't give me that wow feeling.I have the feeling that they touched something since 2017 with the theme of lighting and I don't know if it was really a step forward.
It is not the same time of day ... but in the new image nor the sky is blue ... everything is covered by a weird white matte effect...which gives an overexposed visual sensation.

7vzdT9s9yTLzNYamaJv6jF.jpg
blog_post_82_taleworldswebsite_04.png

Hopefully the devs have something like this prepared inside the sleeve. :iamamoron:


Totally agree with your points.... looks like we're looking at downgrades already...

And for your original question: if these features are on in this screenshot, they're really bad.
 
7vzdT9s9yTLzNYamaJv6jF.jpg
blog_post_82_taleworldswebsite_04.png

In the old image every detail is sharp, look at the texture of the house, or the detailed curves of the wooden stockage in mid distance. Looks like, LOD models/textures hadn't been applied for performance optimisation, there's no reduction with distance - aka those are not for rendering in real time. In that case, we are just comparing illustrations with real-time game graphics.
 
Welcome! My friend! Welcome to read our up-to-date chapter 'Party Speed' of the spectacular long-lived epic novel ----

《Mount & Blade II : Devlog》. :party: :party: :party:

骑马与砍杀2?愿他长寿!!! :party: :party: :party:
 
tumblr_o7i0zaxtTu1s8gtxto1_400.gif


I really don't want to set myself up as a paladin of discord chaos agent or look for bad things between us and the developers. On the other hand I wonder, if each department has its own build, we will only see the game in its "maximum visual apogee" when it is totally finished and compiled in a v.1.0.0. ?

The teasers are castrated versions then?

The fact is that this rare matte whitish effect I'm talking about I've already seen it before and from that point I asked my question (no answer)...
zFvEv35.jpg
4dAuGbF.jpg
blog_post_82_taleworldswebsite_04.png
blog_post_70_taleworldswebsite_04.jpg

mountblade2_1841643b.jpg
capture is from 2016 and there were quite a few agents on screen. I imagine that the game was running with the maximum settings activated.
mountblade2_2130303b.png
of the Vlandian sergeant - khuzait archer on horseback is also seen fabulously with hundreds of agents on screen.

I don't know...following the development of this game is like riding on a roller coaster...right now we're face down at ground level without having any fun... :roll:

 
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