Author Topic: Compensation in Computer Graphics  (Read 650 times)

For some reason lots of game developers don't know how to compensate when it comes to graphics. Everything has to be "realtime" and "dynamic", when you can have something that looks just as good with much less power. Even when you have a simple sphere, it has to have over a hundred polygons in it. These people need to learn that more compensation = faster framerates and a larger amount of computers it can run on, which means more people can buy and play their games.

The industry shifted from making good games to making something boring with shiny bloom/sharp graphics.

Halo CE: Low graphics, great story, good multiplayer.
Halo 2: Better graphics, meh story, okay multiplayer
Halo 3: Physics and good graphics (kind of), bad story, bad multiplayer.

Cod 4: Good Graphics, Good story, good multiplayer.
Mw2: Good Graphics, Okay story, bad multiplayer


TF2: Good graphics, No story, Awesome multiplayer

TF2: Good graphics, No story, Awesome multiplayer
I thought it was about two brothers who hated each other that made 2 companies to destroy each other.