DSOGaming writes: "As we’ ve said and in the past, both Sikkpin and Wulfen had done an amazing job in overhauling id Software’s shooter. Alongside Wulfen’s Texture Pack, we highly recommend using Sikkmod 1.2. Naturally, Sikkmod 1.2 is quite demanding as it brings to the table a lot of demanding graphical effects, therefore you’ll have to tweak it in order to achieve the best possible results."
No it doesn't.
It looks better.
Better than most modern-day console games at least.
Lol
' We need to come together as gamers and stop letting graphics like this pass for "modern" or good enough. I'm no longer satisfied with this. '
What? It's an article about modding Doom 3 to make it look great. There's no need for a crusade.
It doesn't exist. Most everything including Uncharted 3 and Killzone 3, Gears 3 etc utilise just basic 512 x 512 maps mainly because they do not have the texels or memory to do more realistically in games.
Certainly there is no console game that worries this too much especially with the luxury to run in 1920 x 1080.
The models are aging a little and the lighting is no Crysis, but then you see exactly the same sort of compromise on console games in one area anyway but heavier than this....only modern PC games actually do everything at once (advanced lighting, textures, parallax, tesselation, SSAO, AA, rez etc etc)
A game that has slightly lower polygon models but much higher resolution textures is gonna look better than vice versa, but then the consoles don't really do either anymore compared to a PC game with tesselation and the now expected 1024 x 1024 textures.
Plus there is a definite finite amount of polygons you need to throw at a model to make it look 'good enough' from a set distance and resolution. Adding in more and more polygons beyond that is pointless and wasteful (Crysis 2 DX11 says hi). The art is to only use what you need.
Polygonal detail is a hard nut to crack, and the only modification I can see remotely remedying these low poly counts is some form of tessellation being implemented.
Then again, the very nature of the DOOM 3 shadow system (vertex-based stencil shadows) essentially limits the engine to use fairly low-detail polygon meshes only, lest the game become a slideshow (if it isn't, already).
Here's a tip. Tell your Mum you want to start going to school instead of that new Xbox game.
Lol, bubbles for you, sir.
To me this stuff is like "that dirt you just passed, stop and stare at it, doesnt it look amazing! Come look at the texture on this wall! Its phenomenal! Sure the FPS sucks and its draining every resource possible, but this stuff looks amazing!"
To me its like why not put that effort into animations, physics, explosions, and so on? This stuff will makes a difference. Once you get that done, then sure go make that useless leaf you step on break apart perfectly. Looking at this whats the one thing that pops out to me? How badly the gun looks compared to the dirt on the ground.....
I'm not saying toss out all the finer details, but looking at the bigger picture and draining resources for that seems like the better idea until you can perfect little things right. The dirt and wall should be last on the list.
Sometimes when you take screenshots it just shows the low FPS for some reason after you have captured it. Besides, I think everyone can still admit while it may or may not look as good as some people are saying, it definitely has better shadows than most games today.
EDIT: "john2" above mentioned the low FPS thing.
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