If you doubt the relevance of the Unreal Engine, keep in mind that the new Splinter Cell:Blacklist game is using the same engine as the original version of this game released in 2004. That is not to say it has not been tweaked, physics engines and tessellation were not options available at that time but have since been added to this extremely popular game engine. [H]ard|OCP takes you through the various technologies that make this game look good, from new DX11 Phong Tessellation techniques to the wide variety of anti-aliasing choices available. Even with all these new features, the textures are below the level of quality [H] would expect in 2013. Hopefully there will be an HD patch made at some point like was done in Skyrim and other titles using aged engines.
"Splinter Cell: Blacklist is out, and we dive into this game and pay close attention to image quality and detail. NVIDIA and Ubisoft have implemented some first-time features ever seen in the Splinter Cell series, with DX11 Tessellation, HBAO+, and TXAA. We look at each of these technologies and see if it helps boost the quality of this game on the PC."
Here is some more Tech News from around the web:
- Splinter Cell: Blacklist Performance, Benchmarked @ TechSpot
- Splinter Cell: Blacklist @ Kitguru
- Borderlands 2: Tiny Tina’s DLC Bunkers and Badasses Gameplay and Walkthrough @ TechwareLabs
- Mirror's Edge – 4 Years Later Review @ OCC
- Lost Planet 3 @ The Inquirer
- Saints Row IV Review: You Don’t Want to Miss a Thing @ Techgage
- Iron Giants: I Think I’ve Fallen For Titanfall @ Rocck, Paper, SHOTGUN
- Would You Like To Try Again? FF14 Re-Released @ Rock, Paper, SHOTGUN
- The Mod Squad: XCOM – Enemy Within Interview @ Rock, Paper, SHOTGUN
- AverMedia Live Gamer Portable @ Kitguru
- Four Best Fun, Non-Killing Games for Linux @ Linux.com
- Riptide GP2 for Android Review @ HiTech Legion
I’d be happy if Ubisoft
I’d be happy if Ubisoft released a fix that stopped all of the DX11 crashes, and stopped the constant unwanted switch from fullscreen to windowed mode.
Also, uPlay requirement…
I can’t tell the difference
I can’t tell the difference at all. Other than the fact the one with tessellation is more zoomed out from the ear, which gives off fake details over the one which is more zoomed into the ear.
I have to largely agree with
I have to largely agree with you sir, the ear still doesn’t look good with tesselation. Bad implementation ?
Textures still matter
Textures still matter
So…tessellation makes everything smaller? Josh is going to HATE that!
so i’m now supposed to check
so i’m now supposed to check how the hair waves and then ask the character to stand sideways to look at ears?
what am i checking for? proper grooming? earwax? ear hair?
the only thing i really see is one shot is larger than the other- so the screen captures are off – is that tesselation or photoshop ….
because a lot of the other details look just the same
beginning to look like some of this tech is just pie in the sky stuff for marketing to use….
The difference is clear when
The difference is clear when you know what tesselation does, which is adding more vertices and thus polygons to a low-polygon mesh.
When you compare the ears, you’ll see that the one that has tesselation enabled has a rounder shape.
Zooming in also makes it look
Zooming in also makes it look less round, so it’s still an unfair comparison. They should be at the same zoom level.