Adventure Forums - View Single Post - Sam & Max 2010
Thread: Sam & Max 2010
View Single Post
Old 01-09-2010, 08:27 PM   #54
Friendly Server Admin
tabacco's Avatar
Join Date: Sep 2003
Location: Marin County, CA
Posts: 4,087

Originally Posted by kadji-kun View Post
I know exactly how such effects are accomplished. I'm not saying telltale SHOULD make the games like it. I'm just pointing out how Sam & Max can look like it should, while coordinating with Hol's post.

Let me also say this. There may not be a secret toggle, but I have worked with game design long enough to say that such effects can be done in real-time. Some easily accomplished in the Unreal Engine. Sure, we aren't at the stage of producing perfect depth of field, but if you read my post. I pointed out various shaders that can be used to accomplish what was seen in the trailer.

Yet in an attempt to demean my post, you insult me with the poorly chosen words "Secret Toggle", ignoring the fact that I supplied enough information that has nothing to do with an easy process.

I also had a hand in helping out Valve on the Team Fortress 2 Sniper video. It takes a lot of work, but it was all done in-engine. Sure, such features like High Quality Motion Blur and 24pass Depth of Field requires the engine to render out the frames, but beside that, everything seen in the video can be seen in real-time. I didn't want to go there, but everything in that S&M trailer is more than possible, except for the really high AntiAliasing, HQ Depth of Field, Excessive Poly Count, and HQ Motion Blur.

Yet, even I never said the graphics looked like shit. I even went out of the way to say they look good.
Dude... nobody's demeaning your post or you personally. Relax. I'm glad you realize the amount of effort that goes into making videos, and I'm glad that Unreal Engine and the Source Engine are capable of a style you enjoy, but I'm telling you you're not going to get that from Telltale's games. If that angers you so much, then I'm sorry.
tabacco is offline