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Visibility/Clarity in SC2 - Page 7

Forum Index > SC2 General
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member1987
Profile Joined February 2010
141 Posts
February 21 2010 20:33 GMT
#121
I think its just the streams that you've watched, they are sometimes lagging, they are in low quality and the sort.
Though "small units" are actually hard to see, when there are few "large" units standing next to them, for example few ultralisks standing around the zerglings.
hoborg
Profile Blog Joined December 2009
United States430 Posts
February 21 2010 20:47 GMT
#122
Blizz mentioned that this game will be shipping with a robust content creation tool. I think if the vanilla game is released with poor clarity for live casting (as it is now with miniscule font sizes and confusing colors/visual effects), it won't take long for a user-created mod to fix all that. Hell, I'd help out. If it becomes popular, Blizz will probably include it into the game itself, like they did with every popular WoW mod.
blbl | CJ and ACE fighting!
zee
Profile Joined January 2010
201 Posts
February 21 2010 20:55 GMT
#123
In mirror matches its kind of difficult >< especially if its zerg and on creep.
Random()
Profile Blog Joined August 2004
Kyrgyz Republic1462 Posts
February 21 2010 21:16 GMT
#124
On February 19 2010 23:49 BluzMan wrote:
The truly fundamental difference between a sprite-based and a model-based game is in maintenance - slight tweaks of an animation for a sprite involves redrawing tens to hundreds of pictures, while tweaking a skeleton animation is just adjusting a few skeleton transformation constants. It's ridiculously easier in 3D and that's why you can maintain a much larger amount of game content with the same costs.


But the sprites don't have to be hand drawn, do they? It's quite obvious that most of the sprites in SC1/Diablo1-2 are just pre-rendered 3D-models. So why not use the same efficient 3D workflow, only instead of exporting the models in 3D feed them to a tool that automatically generates all the necessary sprites? Given the computational power of current computers rendering several hundred tiny high-quality images shouldn't take too long at all.

I could even imagine an engine that stores all the assets in 3D, but uses the graphics card to pre-render and cache the sprites when needed. This would allow even the shittiest of cards to run a beautiful game that could live with a fixed camera.

Readability issues aside, there are also performance and scalability issues. It's easier to make a 2D engine fast and stable. There were some really bad transitions to 3D that I can remember, such as Heroes or Civilization series that looked and played perfectly well in 2D on 500 MHz machines, but sucked in 3D, both visually and performance-wise.
Random()
Profile Blog Joined August 2004
Kyrgyz Republic1462 Posts
February 21 2010 21:20 GMT
#125
On February 22 2010 01:30 elTy_bbq wrote:
You make a couple of very interesting points, but I was really amused that you picked this screenshot to illustrate the visual clarity of SC1. I assure you for people who have never played SC1 or are simply not familiar with its looks, this looks like a complete mess with no logic or order.


Of course, but given a picture of a single gargoyle, and then a picture of a single interceptor, and then asked to count how many of each were there on the pictures, I suppose a neutral person would have a much easier time with the SC screenshot
PGHammer
Profile Joined February 2010
United States132 Posts
February 22 2010 02:31 GMT
#126
On February 19 2010 11:36 shadowmarth wrote:
It's worse than SC, but it would be rather impossible to be as good in a 3D game without being way cartoonier, which people would have bitched for eternity about. Also streams are pretty poor quality. Which isn't their fault, but watching in HD is probably going to be the way to go for a while. At least until we all get it in our hands, and can identify units at a glance better.


Watching replays in-game will always beat the heck out of stream-watching due to the nature of streaming (streams are always lossy).

It's not a knock on streaming SC2, either.

The same can be said about C&C 3/RA3 streaming (even via BCPT) compared to in-game replay viewing (again, lossy vs. lossless).

In short, it's the nature of the streaming animal (not the fault of the game/content being streamed).

With SC, we notice it less because the resolution is not as high. SC2, however, is designed for higher (much higher) resolutions than SC is (the detail gone into is a dead-giveaway; even at the lowest resolution and detail level, it blows SC into the weeds). Basically, the fall is further with streaming HD (it's not unique to SC2, or even to gaming; this is something I've noticed with *all* HD content streamed to a PC vs. watched via a higher-bandwidth mechanism) vs. lower-resolution/lower-definition content streams.
Bad news, fellas
synapse
Profile Blog Joined January 2009
China13814 Posts
February 22 2010 02:44 GMT
#127
I think Terran needs some shiny, metallic units. Seriously.
:)
0neder
Profile Joined July 2009
United States3733 Posts
February 22 2010 02:46 GMT
#128
The colors and art is great now, IMO. The only issue is that sometimes the lighting is a little dim. Up the lighting a little on some of the darker tilesets, and it will be perfect.
crabapple
Profile Blog Joined June 2008
United States397 Posts
February 22 2010 02:53 GMT
#129
On February 19 2010 11:40 talismania wrote:
I think we whined so much about the game being so bright and shiny that they went ahead and made it darker and broodier and now it's too hard to see low-res.


time to start whining about both eh?
carwashguy
Profile Joined June 2009
United States175 Posts
February 22 2010 18:22 GMT
#130
I've also noticed that I can't see most broadcasters' mouse cursors, which makes the game more difficult to follow. The only broadcasters I've seen with mouse cursors are louder and response.
StarcraftMan
Profile Blog Joined January 2010
Canada507 Posts
February 22 2010 23:06 GMT
#131
On February 22 2010 11:31 PGHammer wrote:
Watching replays in-game will always beat the heck out of stream-watching due to the nature of streaming (streams are always lossy).

It's not a knock on streaming SC2, either.

The same can be said about C&C 3/RA3 streaming (even via BCPT) compared to in-game replay viewing (again, lossy vs. lossless).

In short, it's the nature of the streaming animal (not the fault of the game/content being streamed).

With SC, we notice it less because the resolution is not as high. SC2, however, is designed for higher (much higher) resolutions than SC is (the detail gone into is a dead-giveaway; even at the lowest resolution and detail level, it blows SC into the weeds). Basically, the fall is further with streaming HD (it's not unique to SC2, or even to gaming; this is something I've noticed with *all* HD content streamed to a PC vs. watched via a higher-bandwidth mechanism) vs. lower-resolution/lower-definition content streams.


I think it's more than the resolution issues. SC1 units simply use brighter colors, period. Even on the dark tile sets in SC1, the unit colors stand out because they are bright.

Anyways, are any of the TL beta testers leaving feedback for Blizzard? This thread is totally useless if the people that would leave feedback can't because we aren't in beta, while those in beta aren't leaving feeback because they don't really care.
Bob123
Profile Joined October 2006
Korea (North)259 Posts
February 22 2010 23:15 GMT
#132
I play (well watch reps rather) with everything on lowest; it's quite clear to me! I agree that high detail gameplay can look bad on low quality stream, but from what I've seen, low derail gameplay looks decent.
ShaperofDreams
Profile Blog Joined December 2008
Canada2492 Posts
February 22 2010 23:22 GMT
#133
after days of watching streams im pretty good with recognition, still confuse reapers and scvs sometimes tho

i think it will come with time..after playing and watching for so long bw is second nature and i dont think its a fair comparison.
Bitches don't know about my overlord. FUCK OFF ALDARIS I HAVE ENOUGH PYLONS. My Balls are as smooth as Eggs.
[X]Ken_D
Profile Blog Joined May 2005
United States4650 Posts
Last Edited: 2010-02-23 01:25:32
February 23 2010 01:09 GMT
#134
Set shader level to low. It should more easier to see as there is more contrast between units and background.

Anyways, people were bitching long time ago about SC2 being too "colorful". Lol, as if SC1 was any more realistic looking. It looks like a cartoon! People ask for more "gritty" graphics in SC2, now they complain about it being hard to see
[X]Domain - I just do the website. Nothing more.
ArvickHero
Profile Blog Joined October 2007
10387 Posts
February 24 2010 00:52 GMT
#135
After watching SC2 all day yesterday, then watching some proleague matches, I'd have to say that the clarity/visibility was such a huge stark difference. I felt pleasure just by simply seeing a nice clear, yet detailed and good looking game while watching BW. My dad had commented on how he doesn't like how SC2 looks because it's a lot less clear and therefore takes more effort for him, the viewer, to understand whats going on.

Something I noticed especially is how easily you can discern the zerg buildings in BW, yet it takes a bit more effort in SC2, not because it's a new game and I'm unfamiliar with things, but rather because everything looks really blended in due to such similar color palettes. It's a lot worse on that one city map where it's really dark.
Writerptrk
0neder
Profile Joined July 2009
United States3733 Posts
February 24 2010 01:07 GMT
#136
I think people are confusing clarity with lighting. Some of the tilesets are too dimly lit, making everything a little too dark, especially zerg units. The reason people say the desert tileset is fine is because the lighting is fine.

1 - up the lighting, whatever angle it may be
2 - maybe zoom in the camera a little bit, although I don't think it's necessary.
Spawkuring
Profile Joined July 2008
United States755 Posts
Last Edited: 2010-02-24 01:24:40
February 24 2010 01:23 GMT
#137
On February 23 2010 10:09 [X]Ken_D wrote:
Set shader level to low. It should more easier to see as there is more contrast between units and background.

Anyways, people were bitching long time ago about SC2 being too "colorful". Lol, as if SC1 was any more realistic looking. It looks like a cartoon! People ask for more "gritty" graphics in SC2, now they complain about it being hard to see


The problem isn't that SC2 is too colorful, the problem is that the color is in all the wrong places. I actually remember pointing this out over a year ago.

SC1 has:
- Extremely dark environments
- Moderately bright unit colors
- Extremely bright team colors

It's this combination that allows SC1 to maintain such high visual clarity. Now let's compare that to how SC2 looked.

SC2 when it was first announced had:
- Extremely bright environments
- Extremely bright unit colors
- Extremely bright team colors

And of course this caused massive amounts of complaints since the game was so bright that it was literally blinding to some people. Blizzard of course did the right thing and changed it, but there are still some lingering issues.

SC2 CURRENTLY has:
- Extremely bright environments
- Dark unit colors
- Dark team colors

And this is what is causing most of the visual clarity issues. The terrain often overpowers the visual screen and takes attention away from the units themselves. This is made even worse when you consider the fact that SC2 units bunch up closer, the high amounts of noise in the textures which cause slight blurring, the lighting system which dilutes the unit colors and makes them blend in with the terrain, the lack of anti-aliasing, and all of this added together creates a much less clear experience.

Now the game isn't totally hard to see. I mean it's certainly a lot clearer than other RTSs, but there's no denying that the clarity is worse than SC1, and that's a big problem for a game that's supposed to be the next big e-sport.

EDIT: And don't even get me started on how bad the creep color is...
BluzMan
Profile Blog Joined April 2006
Russian Federation4235 Posts
February 24 2010 11:15 GMT
#138
On February 22 2010 06:16 Random() wrote:
Show nested quote +
On February 19 2010 23:49 BluzMan wrote:
The truly fundamental difference between a sprite-based and a model-based game is in maintenance - slight tweaks of an animation for a sprite involves redrawing tens to hundreds of pictures, while tweaking a skeleton animation is just adjusting a few skeleton transformation constants. It's ridiculously easier in 3D and that's why you can maintain a much larger amount of game content with the same costs.


But the sprites don't have to be hand drawn, do they? It's quite obvious that most of the sprites in SC1/Diablo1-2 are just pre-rendered 3D-models. So why not use the same efficient 3D workflow, only instead of exporting the models in 3D feed them to a tool that automatically generates all the necessary sprites? Given the computational power of current computers rendering several hundred tiny high-quality images shouldn't take too long at all.

I could even imagine an engine that stores all the assets in 3D, but uses the graphics card to pre-render and cache the sprites when needed. This would allow even the shittiest of cards to run a beautiful game that could live with a fixed camera.

Readability issues aside, there are also performance and scalability issues. It's easier to make a 2D engine fast and stable. There were some really bad transitions to 3D that I can remember, such as Heroes or Civilization series that looked and played perfectly well in 2D on 500 MHz machines, but sucked in 3D, both visually and performance-wise.


Several hundreds is key. What you say is possible (albeit if you're doing that, why not just use 3D in the first place?), but you still have to rebuild those pictures. Either manually (a nightmare) or you have to take some time to make a mechanism that will do that for you. A compression algorithm as well. No matter how you try to do that, hundreds are still there and it's still more expensive and less intuitive.
You want 20 good men, but you need a bad pussy.
MasterDana
Profile Joined March 2008
United States114 Posts
February 24 2010 11:49 GMT
#139
Ah, I've actually found it quite easier than I anticipated to follow what's going on. Zerg is bit hard when they're on their creep, but otherwise, unit compositions and battles are pretty easy to follow.
<:
gentile
Profile Joined August 2007
Switzerland594 Posts
February 24 2010 12:12 GMT
#140
well, this weakness comes kina natural with the superb graphics. i just hope it will be smiliar easy to follow who is winning/leading/who just lost battle etc. for the "non hardcore gamer" like broodwar is, since this is one of the key factors that make broodwar way better then warcraft 3. apart from beeing better in every other aspect aswell ofc^^
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