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AndreaColombo

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Everything posted by AndreaColombo

  1. Hi StrangeCat, is your computer monitor calibrated? Mine is, and I can tell you skin color in PoE is neither grey nor light blue. Not particularly natural, if you will, but that's mostly because it lacks texture and it is completely flat. Anyway, you can change skin color during CC if the default color is not to your liking
  2. True. That's why a smart AI would switch from a ranged weapon to a melee weapon as they see you rushing toward them (provided they could see you do that in a given circumstance; such as the one in the video)
  3. I would just like to say thank you to Josh, Dimitri, and all members of the dev team who take their time to read our feedback and answer our queries. Thanks!
  4. The video is downright AMAZING and I loved every bit of it. With but three exceptions, at least two of which have already been mentioned: Recycled icons from IWD2. Recycling art assets from existing games is something I would generally expect from modders, but not from developers. But I'm sure they are just placeholders for the real deal Cloak/cape animations are ... static? They look rather stiff and unrealistic; their flowing animation could be better/more fluid. Enemy AI looks fairly dumb. When the protagonist rushes to the archer, the archer keeps shooting arrows at him in melee combat. If the enemy warriors belong to a PC class, they don't seem to make use of any of their class abilities. They just keep doing the same thing regardless of what party members do, and don't seem to have intelligent targeting. Again, I suppose this is temporary, placeholder AI? Anything else from the vid is pretty much spectacular: the look and feel, the jaw-dropping backdrops, the scripted interactions, the UI. Everything is triple-effing-A! Kudos, Obsidian!
  5. samm, I believe he's referring to the inherent workings of SSAA, whereby an image is rendered at X times the target resolution and subsequently downsized, using the additional information contained in the larger/higher-resolution version to approximate texture color more accurately (it applies to whole textures and not just borders, but borders of course show the most notable improvements). Because Pillars of Eternity's backdrops are rendered at a fixed resolution of 2560x1440, sb5 is implying that using SSAA to render them at a higher resolution than that would mean upscaling them first and downscaling them thereafter, thus resulting in useless video processing and potential blur. Hopefully a dev will chime in and clarify whether backdrops in PoE are pre-rendered (as I seem to understand) or real-time rendered (as sb5 understands), as that would determines wether hardware-accelerated anti aliasting would affect them at all.
  6. My understanding was that backdrops in Pillars of Eternity would be pre-rendered 2D images as was the case in all IE games. In the latter it is impossible to apply any antialiasing, not even in BG:EE where all graphics rely entirely on hardware-accelerated OpenGL. All vectorial 3D objects in the game would benefit from SSAA in terms of edge-smoothing and texture detail. I still have doubts that backdrops would be affected, but if they were, then MSAA would be the better alternative.
  7. Personally, I would love to learn more on enemy A.I. in Pillars of Eternity. The original IE games were notoriously lacking in that department, sporting a fairly dumb A.I. that—for example—would just stand there idly if your character went invisible, and/or would never use up any consumable item in their possession (e.g. potions, wands, scrolls, etc.). Enemy casters would systematically rely on the same spells in the same order with no apparent strategy in every encounter. I hope PoE's A.I. will be more varied, cunning, and challenging—especially considering all the fire power available to PCs with these awesome class designs
  8. Why would it? All kinds of anti-aliasting only apply to real-time rendered 3D objects anyway, so backdrops would be entirely unaffected. I agree with Azmodius on the need of anti-aliasting for the rea-time 3D parts of the game—and SSAA would be the best-looking option. Marginally, perhaps, but still the best looking (and since zoom has been confirmed, the benefits of SSAA would probably become more apparent when zooming in).
  9. Even then, how much of a drop would we be talking? Of course we may only speculate at this point, but with backdrops (and I believe UI elements too) entirely pre-rendered, PoE will hardly put a strain on computers even when multiple 3D character models are shown at once. My older Mac Mini (2007, I believe) could handle Warcraft III at 1650x1080 with everything maxed out and that was all real-time 3D (sure, it's an older game but it's got a lot more 3D action on screen than PoE will ever have; and a 2007 Mac Mini really is nothing to look at in terms of gaming performance).
  10. Honestly? I don't care much about who gets to see a video first. I didn't back the game to see gameplay videos; I backed it because I want more isometric, party-based cRPGs to play. What happens from the moment I pledge my money to the moment I play the game is mostly academic, as far as I'm concerned. Which is not to say I don't read, enjoy, or endorse backer updates, mind you: I greatly enjoy and fully endorse them, in fact. Just they were never the point of my backing the game to begin with. Happy for anyone else to have a different view on things. These are just my .02.
  11. They also have seminars on how to avoid putting out software that works so maybe not the best example?
  12. Great update and great art! I wish I could throw more money your way but that silver backer badge was already a pinch to my wallet ... but from a moral support standpoint, consider as though I had upped my pledge (not quite the same thing, I know) :D I must concur with Zeckul and Sensuki about the quality of the audio sample in the video, but I'm sure the game itself will offer a much higher playback quality and better a/v sync.
  13. It was my understanding they were going for 2560x1440 native resolution for background art (as opposed to 4K)? Yes, they're going to tile the background beyond 2560x1440 as you can see by the image in coffeetable's post, which is from a post by Josh Sawyer a while ago. Hi AwesomeOcelot, I'm afraid I missed Josh's post. You wouldn't happen to have a handy link to the thread where he made it, would you? I would like to learn more about this tiling of the backdrops—does that mean there will be not need for upscaling beyond 2560x1440 (i.e. the picture won't shrink and/or become more blurry)?
  14. To be honest, I hope not. Perhaps Adam could chime in to clarify the matter?
  15. It was my understanding they were going for 2560x1440 native resolution for background art (as opposed to 4K)?
  16. I'm all right with Obsidian taking as much time as they need to make Pillars of Eternity really shine rather than fall short of its otherwise amazing premises. I have been longing for a game like this ever since I beat BGII for the first time, so I don't mind waiting longer if that means getting a better game—and if that means going Steam Early Access, that suits me fine. First priority: Pillars of Eternity is developed to its full potential. Second priority: Play the game.
  17. This is brilliant. Your take on bards/chanters is brilliant. The priest's spells are brilliant. And last but not least, spell animations with real-time lighting effects on pre-rendered backgrounds are brilliant.
  18. Simply amazing. Every new update makes me all the happier to have backed this game.
  19. I know this update is more about music and composing than it is about the technical aspects of sound, but recently I've had a few questions on my mind and I figured I'd ask. Is the game's sound engine based on OpenAL? Will it support real-time, hardware-accelerated (and/or software-emulated) effects such as occlusion, refraction, diffraction, echo, reverb, etc.? Will there be positional audio? Hope the devs may shed some light on the dark of these matters
  20. Windows 7 and 8 are the safest bet, although I wouldn't be surprised if it ran just as well on Vista and perhaps XP.
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