Artistry vs unrealistic faces, poor npc animations, repeating textures, sprites that rotate

unrealistic faces, poor npc animations, repeating textures, sprites that rotate are just some of the complaints that I have for Metro Exodus Enhanced edition.
What does this have anything to do with Elite Dangerous Odyssey?

It just made me appreciate how much of Odyssey looks consistently "good" and yeah, there are issues, but even the spit and polish on an "ENHANCED" version of a game and engine which is supposed to be "gorgeous" still comes up short with the same tired old issues that have plagued games for decades now....even with the Ray-Tracing.

It reminded me of "raising the bar" for Half-Life 2, when they started to chip away at Shader Model 3 and experiment with HDR rendering whilst downsizing certain effects to shader model 2.0b, and ensuring things like reflectivity, ambient radiosity, effectively having a slew of Physical based Rendering components already baked into how "source" worked from the beginning and realizing very early on that stylized visuals and good art direction will always "look good" whereas relying on accurate Models and textures will always fall short.
Half life 2 can still sometimes look "modern" due to good artistry, and even in comparison to Metro where the same dilapidated Soviet Era aesthetics are used to the point where some rusty metal textures and vehicle models are virtually the same until you get up super close - not bad for games made 15 years apart.

Elite has been rooted in "realistic representation" - a simulation if you will, and whereas some might think "stylized visuals" with No-mans Sky, there is a middle-ground.
And going of Half-Life Alyx and Source 2, this too is highly stylized aiming for "artistically correct" over "realistic rendering" because good artistry remains over graphics, and considering it was a VR game, that's a pretty important step to negate uncanny valley. It still looks "convincingly real" but it's stylized.

And it's Balance that comes up that in Dev diaries and what we see in other Frontier "management" games where the graphics are "stylized".
Up-is-not-jump was pointing this out with his Skyrim VR review whereas Witcher 3 is superior in every way, Skyrim still has a "wow" factor due to it's artistry.
And I think it's important for the community to be "synced" in with and with the devs as well with "what is whilst we are chasing
 

Deleted member 182079

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Just like some cannot resist trying hard to lambast EDO? 🤷‍♂️

Opinions differ, even you know that. ;) (it was a comment about assets 'fitting' the game, surely?)
To be fair Ratty, I felt like responding in line with @zimms but then figured the OP must either play a different game, or is simply on a wind up.

EDO has its moments visually no doubt (which is also why I play it more again these days), but visually consistently "good" it sure ain't. They can't even get the UI to be consistent across the entire game, let alone graphics such as lighting, planet tech, or indeed assets that have really low res/geometry (such as at the POIs). I still enjoy it within its limitations because I nowadays view it merely as a game as opposed to a sim (that way lies disappointment) but I find the specific praise in the OP weird and undeserved tbf.

Edit - I just re-read the OP again and am actually more and more confused what they're trying to say. It's very meandering but the second para stood out which triggered my response.
 
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To be fair Ratty, I felt like responding in line with @zimms but then figured the OP must either play a different game, or is simply on a wind up.

EDO has its moments visually no doubt (which is also why I play it more again these days), but visually consistently "good" it sure ain't. They can't even get the UI to be consistent across the entire game, let alone graphics such as lighting, planet tech, or indeed assets that have really low res/geometry (such as at the POIs). I still enjoy it within its limitations because I nowadays view it merely as a game as opposed to a sim (that way lies disappointment) but I find the specific praise in the OP weird and undeserved tbf.

Edit - I just re-read the OP again and am actually more and more confused what they're trying to say. It's very meandering but the second para stood out which triggered my response.
All they ended up saying, in the meandering missive, was that they like EDO character generation - but disliked Metro Exodus characters. An opinion, not an outrageous claim.
 

Deleted member 182079

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All they ended up saying, in the meandering missive, was that they like EDO character generation - but disliked Metro Exodus characters. An opinion, not an outrageous claim.
Right, I assumed it was a broader comment - I haven't played Metro so can't comment, though while the character models are indeed pretty good in terms of LoD (somewhat unsurprisingly, given it's a source of revenue for Frontier ... one can clearly see where all the attention to detail went!) there are still issues with rendering even on max settings. Eyes glowing white, animations aren't fantastic either. But yeah the modelling at least is not too bad. Wish they had put the same TLC into the ships and a number of other assets (like the ones I mentioned).
 
unrealistic faces, poor npc animations, repeating textures, sprites that rotate are just some of the complaints that I have for Metro Exodus Enhanced edition.
What does this have anything to do with Elite Dangerous Odyssey?
I feel this post would be taken more seriously if you had taken the time to put some comparison screenshots.
 
Im not sure if this is me just not noticing things before, or not, but it seems now, even compared to initial release, of EDO, the images representing the faction contacts look like they've been overhauled a bit. They have a ways to go, but they seem more realistic than even 6 months ago, yet maintaining their individual 'character'. Is that what you're meaning?

I find with NMS, the overall look to be a bit too cartoonish. Is that something they could 'overhaul' or are they relegated to that 'look' forever? Is that game moddable, and are there mods for stuff like that?
 
So I'm not here to kick off a throw-down between engines because that's just a loosing battle, and i'd be insane if I honestly thought Half life 2 was somehow technically and graphically superior to Metro Exodus's A4 engine.

This is a throw-down between artistic choices to give the same effect, and how game engines still suffer from similar flaws for a very very very long time now.

HL2 EP2 Soviet-era Bunker from 2007

and Metro Exodus Soviet era Bunker from 2

but the recreation of soviet era bunker similar "look" and "feel" even if there is a massive gap in the quality of the engine, models and textures in favour of some cherry picked Half life 2 ep2 screenshots and random metro screenshot.

but for all the bells and whistles - cue repeating textures

The faces in metro barely emote alongside their dialogue
and if you break your assigned x,y,z position during NPC cut-scenes be warned for some bizarre contortions of the Metro Models as eyes bulge and necks crane to maintain some level of tracking towards the player.

Sprites that rotate with the camera

and look at that catwalk and railing
much better quality and texture work to say the original HL2, but add in the gas-mask visual distortions and would you honestly be able to tell the difference to many of the catwalk and railings in HL2 or say in Portal2.

Good Artistry holds up,the challenge is, is to LOCK DOWN where along the rendering scale you declare "detail" is good enough to do the job.

Again, taking the Source 2 engine. This is a movie using original Assets and animations from Half life Alyx with some additions, you can cleary see that not many of the locations are "filled" with complex models, are made up of glistening texture shaders to highlight every bump, in fact it looks dull, flat and mat and at anytime you hit pause it looks like "rendered concept art" because it's super stylized, however, it still feels "realistic" in VR. The human Faces are exaggerated caricatures but feel life-like because they "move" correctly as per artistic touch and not, "we mocaped some stuff, and called it a day", which we've been seeing since gta 3 san andreas era games.
Source: https://www.youtube.com/watch?v=z7sJfGGs_cU
 
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