SW Battle Front II Graphics Comparison with PHG

So can anyone tell me what it is thatmakes this game look the way it does?

Can you tell the similarities to PHG? What are they?
and what are the differences? What would illfonic need to tweak to make it look like this?
I found one thing: Blowing leaves on the ground…this happens often during the gameplay.

I’m only referring to this scene where they are in the forest, the rest of the game takes place everywhere and such. But this scene specifically kind of resembles PHG in many ways.

Frostbite engine.

And PHG’s artstyle is weird-psuedo cartoony or the lighting is just that bad.

Nevermind the armor looking pasted on, look at the shadows on the foliage.

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One major difference between the games one is great and one is ass

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I can only drum that up to larger exotic leaves and larger trees in general. The lighting in the video is reminiscent of Derailed IMHO in the ‘cookden’ area. Asides from that the jungle provides a more intense yellow translucency that engulfs most areas. In PHG, this is very promininant but probably because it is a dense jungle.
But altogether they use the same amount of details in terms of foliage on the ground baked in…maybe not the mud…but lots of bump map happening in both games.
Youre also looking at PS screenshot of PHG. PC looks much different.

Arguable there are more moving parts/machinery i guess on SW where most of PHG is almost all static. This changes the shadows on the groud and makes things more realistic when they are moving. Mostly in PHG foliage is the only thing making shadows.

I play the game in MED shadows so i could easily bump it up to Epic or cinematic and get the same look as SWBF2.

Ça ne ressemble pas du tout à phg appart la caquette de la femme lol mais au niveau game play je trouve ça plus dynamique et beaucoup trop bruyant comparé à une traque de predator qui soit être à mon sens le plus discret possible

You answered your own question there’s no dynamic lighting so your brain already knows it looks like crap.

Same reason CGI in movies relies on dim lighting/filters/smoke to look less fake.

You can’t compare the development team from DICE to illfonic’s. DICE has almost twice the time experience compared to illfonic. They’ve also developed almost 10 times more games than illfonic

There is something weird about PHG’s graphical style. Not sure exactly why, but it does have a cartoon like quality, yet some graphical details are remarkably well made, in my opinion.

Maybe that’s all it is. It doesn’t break the game. It just makes it feel less like a Battlefield game.

he’s not.

he’s comparing the lighting and shading. DICE didnt invent volumetric lighting and dynamic shadows.
Plenty of games in UE4 that have small teams but didn’t opt for a cartoony artstyle.

Tilts me when the shaders in the customization menus look nothing like it does ingame because the menus darker and the games lit up like the sun. Pred armor colors are the worst offender once your change from the default steel look nothing blends right & it sticks out. Its like bronze, green etc on the shiny armor dont work with the light. I get that a neon purple shader will never look good but they just take a paintbucket approach with the shaders.

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This game have both. Sadly is badly implemented and the only way to see them is by setting everything to cinematic, problem is the performance is crap on those settings.

Like I was telling @BeerWarrior66 the other day, this game feels like they used a generic template to build it and most of the bugs and performance issues are more than likely related to that. Unexperienced coders recycling code from other games and stackoverflow.

Animation wise for the FT is very generic. I think I saw the exact same downed animations/behavior in COD or some other game.

But i agree with Finess…there are some very generic shaders going on on the predator (different from the menu) or its just that the ingame lighting system is a generic sun and skylight and hazed by atmo fog.

The difference will be seen if there is a night mode. because then they have no alternative but to actually create light sources.

Likely spot on

Pretty much. Sun doesn’t move so you can’t really see the shadows moving unless you pay close attention to the object moving. And it’s also like fixed around 1:30PM

But yeah, animations, in-game menus, etc., everything looks very generic and I’ve seen it in other games made from amateur coders.

There is a severe lack of a lot of things, so much so that I feel like I should be paid to properly document it

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