This week-end has been so far quite strange for Xbox Live. First Mortal Kombat 3 appeared on the marketplace, then it was pulled down, then it was back again. Afterwards the Tony Hawk Project 8 demo appeared discretly on a seldom visited page of the marketplace (video soon), and then we got this gigantic video of Dead or Alive Xtreme 2 showing lots and lots of "gravure" scenes like only Team Ninja could do. Without the "tentacle hairs" this game would look incredible, with them it's still very nice looking, but they are distracting.
Update: 720p version online.
All comments (35)
Thanks for the vid blim.
Yes, the hair looks bad, but the boobs animation is the best I ever seen!
I've noticed, the evolution in all the DOA games is not the graphics, but the boob physics. Go figure. Though, cloth physics are incredibly impressive.
Shame about the hair, do you think they will have time to work on this before they release it ?
It really lets the rest of the graphics down.
A lot of what was in that video was actually old, so maybe the hair has been sorted (i hope at least)
But from previous trailers, looks very good. Well apart from the pornographic/hentai feel.
I've noticed, the evolution in all the DOA games is not the graphics, but the boob physics. Go figure. Though, cloth physics are incredibly impressive.
the hair is still the best out there......where else is it done in multiple starnds? the cloth physics are drop dead incredible!!!!!!!!!!!!
Edit: wtf why am i the only one seeding??!
Their code lacks mass and friction so the tentacles do not receive inertia from the motion of the body (and so they slide instantly past the shoulders when the body moves). The body doesnt block "wind" so the motion of the hair is completely uniform in strong wind and lack of mass or dampening in the joints of the chain make them act like straight sticks.
A few pointers I'd give them:
-Joint dampening (stiffness for angling of the attached vectors)
-Varying joing weight (so tips of hair are lighter than center and root, varying resistance to pulling = arcing in motion and the whip effect, waving and arcing in wind suspension)
-Friciton against shoulders/body (inherited/absorbed inertia) so the hair rides the shoulders naturally.
-Wind randomization (make the wind invisible physical orbs that flow AROUND the body to make the body "block wind").
There's more, but obviously they dont CARE. And the absolute best realtime hair is in one of the nvidia demos I think, Luna or the other ones. It has thousands of strands of hair with far more realistic physics.
Problem is that all those calculations you have just listed would be taking up valuable CPU processing power, i'm sure Itagaki has looked into more realistic hair physics but it probably isn't worth the cost in processing power.
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THE HAIR!! IT'S ALIVE!!!
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The cloth animations are sublime! They're very well done.. if team ninja would share their engine with other producers, they could make a really interesting 'serious' game, I think.
Problem is that all those calculations you have just listed would be taking up valuable CPU processing power, i'm sure Itagaki has looked into more realistic hair physics but it probably isn't worth the cost in processing power.
It can be an impossible task for an individual team, which is why there are several physics-specialized middlewares available on the market that will do the job.
Sorry I dont mean to put down team ninja, I'm just a little baffled by the huge contrast in technology thats hurting their image and will have people dissing their talent just because of a single eyesore.
Blim is there some intermediate resolution between 360p and 720p that you could try? I'm sure everyone's machin can handle 540p.
Blim is there some intermediate resolution between 360p and 720p that you could try? I'm sure everyone's machin can handle 540p.