A lot was promised early on with Stalker, there was going to be 4 player co-op where you could team up or just go and do your own thing. The other Stalkers were to be proper independant AI's, going off to do their own jobs and looting etc and going about their own way in the world. Instead their presence in the world is largely scripted. And yes initially it was going to be open not seperate zones with small access points. Well at least that was what was promised. Boiling Point Road To Hell managed to pull it off quite well with a vast open terrain (25x25km (625 km2)) with buildings and no loading screens or pauses and level transitions, and that had rather nice graphics. Sure not on par with Stalker but then it did come out in 2005. So it wasn't really such a stretch to be able to expect similar technology but with improved graphics in 2007.
FOV set at 80 cap:
The oversized guns are designed to help save on render time, you grab the depth buffer of the weapon and just cull everything which is hidden by it, saving a lot of time on your fillrate. On consoles where you have to very limited power you are having to make any optimisations you can, so culling large areas of the screen with oversized weapons is common practice.
Also compare the Crysis with Crysis 2, there is a substantial difference in the way weapons are sized and positioned.
Last edited by byteCrunch; 09-09-2012 at 03:51 PM.
@Chaz: Yeap it might not be what they promised but I still find it one of the most fascinating games I ve played.
Needless to say ...I died
Haha polar back for the win! :D
... I take the lives of a few to protect the lives of many. I commit acts of war to preserve the greater peace. I take no joy in killing, but make no mistake; I'll do what needs to be done. Because it's my job. It's my duty. My name is Sam Fisher, and I am a Splinter Cell.
War of the Roses:
Hi everyone, making my debut here with the good old Skyrim.
Wait a sec. Aren't those promotional screenshots from a mod page?