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Having said that, my issue was that the "open-world-ish" map still felt rather linear for exploration... There didn't seem to be too much to explore off the beaten track, and even small caves, holes, and culverts were all invisible walled off. Moreover, without the 'Rise' grappling mechanic (is it in?), the maps may just serve as glorified arenas 😑
i have to say it did look quite nice when the storm went over. That we got the 1st biome is mostly related to being the start of the game.
It even showed that these visuals were the quite most demanding so far:
https://www.youtube.com/watch?v=gIWjgo88_WI
@ other random comments: people who think this game is less colourful than mhworld need to have their monitors or perhaps their eyes checked lol. did people just collectively forget the crappy white filter and super desaturation everywhere in that whole game or what? wilds already looks leagues better just by that alone, only thing that would make it even better for me would be the option to delete scoutflies from existence and preferably history entirely
It seriously started to feel, like I was taking crazy pills.
no one but yourself brought up rise, or even anything about making Wilds more realistic in some way. the discussion is about the color palette tone being bad, or unpleasant to see; which is not necessarily tied to making the game more 'realistic' or comparable to world
I honestly can't understand how you are so repelled by how the desert looked in the BETA.. It genuinely looked great to me. I did some blood tests yesterday, I guess I'll check them for "copium".. In the meantime, you should probably get your eyes checked- and probably your anger issues too, just to be safe.
https://www.youtube.com/watch?v=tWqiYSA-t8E
This should give a better way to compare the hardware that will be needed for the specific graphical modes.
how i understand it, its on their to-do list as soon the game is release ready.
Having said that, games will no longer be making Ps2 to Ps3 jumps in visual fidelity, because they have reached the maximum polygons that the human eye can discern. The best one can hope for now are those ancillary effects which cost a crap-tonne of hardware recourses for very little discernible return, and smother frame rates.
Frankly, I hope that the long-running, hardware manufacturer / software creator collusions ends, now that they have all but hit a graphical cul-de-sac, and they instead re-focus on making the game worlds bigger, busier, and with more LoD and view distance. Currently, we're stuck with a limited "radius of activity", and even smaller radius of interactivity, that follows the player-character around like a spotlight... If they could render entire game worlds, a la some game engines kind of do (at a cost), such as Sniper Elite does, it would be far more immersive than another few polygons on top of the six gorillion per animated model that already exist. For they're now in flogging a dead horse territory, when it comes to visuals.