The Order: 1886 Holiday trailer.

JinCA

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Sep 11, 2013
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I am really liking this trailer. Sorry for starting a new thread but I didn't see an official The Order thread when I searched the forum and I didn't want this to be missed.

 
The more I see of the Order, the more impressed I am about the visuals. The atmosphere and lighting looks great.
 
visuals sure look amazing and while its res time engine I don't think any was real-time game play
 
We'll we've seen the recent demo, the game is either damn near those visuals ingame, or those actually are. I could care less what developers say about it, that's usually bs anyway, but the game looks great.
 
The more I see of this game the less impressed I become.
 
Excellent trailer! I will definitely be doing a graphics tech analysis of this game! Looks to be the best looking PS4 game yet.
 
The gameplay and cinematics are all the same graphically.

Was there gameplay in that trailer? I must have missed it.

I'm not trying to purposely down the game. It's the best looking game I've seen. But I still have no idea what the game will play like.
 
Was there gameplay in that trailer? I must have missed it.

I'm not trying to purposely down the game. It's the best looking game I've seen. But I still have no idea what the game will play like.

Have you seen that 15 min video of b-footage? I'm guessing that's how the game will play like. It looks really good.
 
Have you seen that 15 min video of b-footage? I'm guessing that's how the game will play like. It looks really good.

Yeah I have seen that. And visually it looks amazing.

I'm not sold on the gameplay because it's been shown so briefly. And the use of qte's is something I'm not a big fan of in most games outside of God of War and Ryse.

Then there's the question of replay value with no Multiplayer component. We'll have to see how long the campaign is.
 
Yeah I have seen that. And visually it looks amazing.

I'm not sold on the gameplay because it's been shown so briefly. And the use of qte's is something I'm not a big fan of in most games outside of God of War and Ryse.

Then there's the question of replay value with no Multiplayer component. We'll have to see how long the campaign is.

The game is going to have to take shortcuts to get those kinds of visuals. I just want to see how they do it. It'll be a very interesting research project for me. I'm going to put many hours into it.
 
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Was there gameplay in that trailer? I must have missed it.

I'm not trying to purposely down the game. It's the best looking game I've seen. But I still have no idea what the game will play like.

Yes there was lol, if you've read any of the write ups they all say you can't tell where the cinematics end and the game begins because it's all the same graphically. Most of what was shown there was gameplay, you control repelling down the side of the blimp, there was shooting and melee combat (which is QTE's it seems like) so it's likely most of that was gameplay.
 
Yeah I have seen that. And visually it looks amazing.

I'm not sold on the gameplay because it's been shown so briefly. And the use of qte's is something I'm not a big fan of in most games outside of God of War and Ryse.

Then there's the question of replay value with no Multiplayer component. We'll have to see how long the campaign is.

I'd totally understand someone not being into the game if it doesn't suit their taste but we have seen a decent amount of gameplay so far. As far as replay value I totally agree, not so much on the lack of MP but I would like to know how long they think the single player will be, if it's just 6 hours and there is no MP that could be a hard sell for a lot of people but I don't think they've mentioned it yet.
 
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In game characters and the cutscene characters appear to use the same assets. It's not unbelievable seeing as though Ryse does the same thing.
 
The game is going to have to take shortcuts to get those kinds of visuals. I just want to see how they do it. It'll be a very interesting research project for me. I'm going to put many hours into it.
Small areas, letterbox, lots of fog, tight corridors, and a hand-full of characters on screen. At least from what we've seen so far.

As incredible as Assassin's Creed Unity looks, imagine if they freed up the resources sucked up by the crowds. It actually gives me hope for the Division, as it won't have the same population liabilities.
 
As incredible as Assassin's Creed Unity looks, imagine if they freed up the resources sucked up by the crowds. It actually gives me hope for the Division, as it won't have the same population liabilities.

Unity developers already stated that the crowds weren't the issue for the slow performance. Truth be told, those crowds NPC look terrible. Watch Dogs seems to have the best looking NPCs in an open world game so far. I think Unity was shader bound. Their materials look extremely well done.
 
The Anvil next engine or whatever they are using for Unity is the same engine AC3 was on (not sure if the same for AC4) but the character pop up was really bad in that game too even though they bragged about the number of NPC's on screen. Of course that was on old gen consoles but still it makes me wonder if that's just how that engine does things.
 
Small areas, letterbox, lots of fog, tight corridors, and a hand-full of characters on screen. At least from what we've seen so far.

As incredible as Assassin's Creed Unity looks, imagine if they freed up the resources sucked up by the crowds. It actually gives me hope for the Division, as it won't have the same population liabilities.

Fog? anything like that in the game is there for atmosphere and it taking up resources on it's own, it's not there to hide things like fog used to be back in the day.
 
Fog? anything like that in the game is there for atmosphere and it taking up resources on it's own, it's not there to hide things like fog used to be back in the day.

Like Turok. Lol

I can't believe I used to think that game looked so amazing at the time.
 
The Anvil next engine or whatever they are using for Unity is the same engine AC3 was on (not sure if the same for AC4) but the character pop up was really bad in that game too even though they bragged about the number of NPC's on screen. Of course that was on old gen consoles but still it makes me wonder if that's just how that engine does things.

Actually it's a ground up new branch from the old Anvil Next. It's targeted for next-gen only.
 
Unity developers already stated that the crowds weren't the issue for the slow performance. Truth be told, those crowds NPC look terrible. Watch Dogs seems to have the best looking NPCs in an open world game so far. I think Unity was shader bound. Their materials look extremely well done.
i thought they did say it was the crowds. more specifically the AI for all the NPCs. that's a lot to track even if it isn't terribly complex. they've done a lot to stabilize the game, though.

I definitely agree about the shaders, but the NPCs in Unity all sport some cloth sim as well as some very detailed textures in some cases. That's a LOT of skeletons and animations to track.
Fog? anything like that in the game is there for atmosphere and it taking up resources on it's own, it's not there to hide things like fog used to be back in the day.

I'm not talking about the volumetric stuff in the foreground, but if you can't see through it, that's stuff that doesn't have to render. Not to take away from the visuals at all. It is stunning, but VFX was mentioning possible corner cuts
 
i thought they did say it was the crowds. more specifically the AI for all the NPCs. that's a lot to track even if it isn't terribly complex. they've done a lot to stabilize the game, though.

I definitely agree about the shaders, but the NPCs in Unity all sport some cloth sim as well as some very detailed textures in some cases. That's a LOT of skeletons and animations to track.

Though crowd size was something we looked at extensively pre-launch, it is something we continue to keep a close eye on. We have just finished a new round of tests on crowd size but have found it is not linked to this problem and does not improve frame rate, so we will be leaving crowds as they are.

http://gamerant.com/assassins-creed-unity-frame-rate-problem-cause/
 
Though crowd size was something we looked at extensively pre-launch, it is something we continue to keep a close eye on. We have just finished a new round of tests on crowd size but have found it is not linked to this problem and does not improve frame rate, so we will be leaving crowds as they are.

http://gamerant.com/assassins-creed-unity-frame-rate-problem-cause/

So what exactly is causing the performance hits then? Shaders as you say? I don't believe that is CPU-limiting then?