If you don't know how to use unreal engine 3, than don't use it. This game is a bigger offender than RE5.
However, this is the demo, so we'll have to see what happens in the real game.
Batman: Arkham Asylum
Game » consists of 28 releases. Released Aug 25, 2009
- PlayStation 3
- Xbox 360
- PC
- Xbox 360 Games Store
- + 5 more
- Mac
- PlayStation Network (PS3)
- Ouya
- Xbox One
- PlayStation 4
Batman: Arkham Asylum puts you behind the cowl of the iconic Dark Knight, fighting his way through Arkham Asylum to stop the Joker from enacting a sinister plot that would have grave consequences for Gotham City.
I am sick of stuff going through other stuff
" You mean clipping? It happens... very few games have it completely ironed out. "What this guy said, basically. Clipping will probably be a problem in games for a very long time to come. When it comes down to it, all the physics and collision engines in the world can't change the fact that it's only just a simulation and the objects are still pixels floating around in a digital environment, not physical objects. Mistakes will be made.
I think Fight Night is the franchise with the best collision detection so far. Other than that, no games come to mind that have a remarkable way of dealing with it.
Clipping? That's by no means exclusive to Unreal Engine 3.
Also, this game has taken me by suprise. I played the demo and loved it so, so much.
Clipping. It's defintetly not going away soon, so might as well deal with it. Not many games (or any of that I know) have gotten past this problem.
Besides, the only noticeable clipping problem was the cape, and that didn't ruin the demo for me, and it sure won't ruin the full game.
" If you don't know how to use unreal engine 3, than don't use it. This game is a bigger offender than RE5. However, this is the demo, so we'll have to see what happens in the real game. "You have a way with words.
" Clipping? That's by no means exclusive to Unreal Engine 3. Also, this game has taken me by suprise. I played the demo and loved it so, so much. "It was a freaking good demo, and I wasn't bashing UE3. Just third parties that use it and have a ton of problem with it. The guys heads were going through walls. I dropped a guy near the first guard that the joker dropped and he went through him. The cap then started to go through guys and walls. I also found it way too linked to the comics. A lot of people are not going to know who oracle is. The action was kick ass though. Pretty freaking amazing!!!
how can you complain about Oracle? its awesome that they are throwing in things that are lesser known, I was shocked. Hell I hope Nightwing shows up as at least a skin no that I know what general part of the time line it take place in." @Drebin_893 said:
" Clipping? That's by no means exclusive to Unreal Engine 3. Also, this game has taken me by suprise. I played the demo and loved it so, so much. "It was a freaking good demo, and I wasn't bashing UE3. Just third parties that use it and have a ton of problem with it. The guys heads were going through walls. I dropped a guy near the first guard that the joker dropped and he went through him. The cap then started to go through guys and walls. I also found it way too linked to the comics. A lot of people are not going to know who oracle is. The action was kick ass though. Pretty freaking amazing!!! "
Well they do give you character bios the instant you hear a character mentioned. Also I noticed no clipping."I also found it way too linked to the comics. A lot of people are not going to know who oracle is. The action was kick ass though. Pretty freaking amazing!!!"
I did notice a lack of physics, I threw batarangs at most everything in that room and nothing reacted except for monitor screens busting (only the big ones mind you).
Nothing really important, but it does make me wonder what the PhysX stuff is all about.
" @mugugipan said:Yeah when I played the demo I was like "who the hell is Oracle". Then I read the bio and I was like "HOLY SHIT I DID NOT KNOW THAT HAD HAPPENED!!!" My knowledge of Batman only extends to the cartoons, so it was a pleasant surprise to me. If anyone can give me an update on what is going on in the universe that would be nice. I know the whole thing about Bruce stuck in some weird dimension and someone else is Batman now, but just an update on some of the major characters from the cartoon.how can you complain about Oracle? its awesome that they are throwing in things that are lesser known, I was shocked. Hell I hope Nightwing shows up as at least a skin no that I know what general part of the time line it take place in. "" @Drebin_893 said:
" Clipping? That's by no means exclusive to Unreal Engine 3. Also, this game has taken me by suprise. I played the demo and loved it so, so much. "It was a freaking good demo, and I wasn't bashing UE3. Just third parties that use it and have a ton of problem with it. The guys heads were going through walls. I dropped a guy near the first guard that the joker dropped and he went through him. The cap then started to go through guys and walls. I also found it way too linked to the comics. A lot of people are not going to know who oracle is. The action was kick ass though. Pretty freaking amazing!!! "
Physx adds a decent layer of visual polish. The part where you're supposed to save the guard from being executed, if you decide to glide kick the guy freaking out from one of the gargoyles you'll land hard enough on the tile floor he's standing on and shatter a bunch of it. There's cloth pieces like banners hanging from rafters here and there that are completely gone with physx disabled. They don't do anything mechanically but like I said, it just adds a nice layer of polish on top of the already great looking textures and models. There's also fog and steam and papers flying around the hallways at times." @mugugipan said:
Well they do give you character bios the instant you hear a character mentioned. Also I noticed no clipping. I did notice a lack of physics, I threw batarangs at most everything in that room and nothing reacted except for monitor screens busting (only the big ones mind you). Nothing really important, but it does make me wonder what the PhysX stuff is all about. ""I also found it way too linked to the comics. A lot of people are not going to know who oracle is. The action was kick ass though. Pretty freaking amazing!!!"
Here's a decent video showcasing the physx functionality in the demo:
Clearly Dynamic Paper is the future. ;)
Clipping happens in plenty of games..not just UE3, even though I find UE3 utter shit. I think Batman:AA turned out pretty good visually, it has a mix of realistic kinda condemned dark feel, with a comic sort of presentation in a lot of the characters. If this bothers you so much though, don't think for a second it won't be in the full game, delayed till 2010 or not, games rarely if ever change any real things from their demos." If you don't know how to use unreal engine 3, than don't use it. This game is a bigger offender than RE5. However, this is the demo, so we'll have to see what happens in the real game. "
That video with the physx implementation just screams lazy to me...
Why is there no steam at all, or any spark particles (the first instance, there are some in the second) with it off? What about people with an ATI gpu? I have NVIDIA so I could run this (if I was interested in getting it) but they shouldn't ride on physx and half ass the game for people without. When did they stop putting physics calculations on the cpu, especially now that we have multiple cores, in order to solely rely on physx? Removing particles and effects when they don't have the physics available? Why not have some eye candy that simply isn't as reactive? Lazy...
I decided to make a short video of my favorite part with the physx stuff from the demo which was the tile floor exploding on impact. I'm kinda hoping there's more destruction like this through out the game, adds to the feeling of being one powerful dude. Oh.. and sorry for thread hijacking, OP. Please don't hit me.
Putting stuff in other stuff...
SUP DAWG, WE HEARD YOU LIKE GAMES, SO WE PUT A GAME IN YOUR GAME SO YOU CAN PLAY WHILE YOU PLAY.
" At this point I would like to point out that 'clipping' does not refer to collision errors (at least in computer graphics). It refers to the culling of polygons that are obscured from view. "Right, but clipping can be remedied by proper collision detection.
" @torus said:Huh? The word 'clipping' is an optimization technique that has nothing to do with physics collisions. It's a misnomer." At this point I would like to point out that 'clipping' does not refer to collision errors (at least in computer graphics). It refers to the culling of polygons that are obscured from view. "Right, but clipping can be remedied by proper collision detection. "
" @ColumnBreaker said:I'm aware that the term isn't proper, but it's generally understood among game enthusiast circles as when a model in game 'clips' or goes through another object/character model or environmental model in a game. I did misunderstand the second part of your post though, so forgive me." @torus said:Huh? The word 'clipping' is an optimization technique that has nothing to do with physics collisions. It's a misnomer. "" At this point I would like to point out that 'clipping' does not refer to collision errors (at least in computer graphics). It refers to the culling of polygons that are obscured from view. "Right, but clipping can be remedied by proper collision detection. "
Clipping has been in nearly every game. Whether it's been noticeable or not. But I do have to say, I've had a lot of problems mainly with the UE3 engine and clipping. But really, I hardly notice it when I'm getting shot or beaten to death in the game.
" @ColumnBreaker: It's a common misnomer that comes from the fact that the no-collision cvar in some classic Id title (I forget which) was called noclip. I'm not sure why they called it that, but people took the word 'clip' to mean collision detection. To use 'clipping' to mean a LACK of proper collision detection is almost doubly-wrong. "I'm not arguing the validity of the word usage. As I said, I know it's not a proper use of the word. It's just easier to communicate using the terminology a culture understands, even if it's incorrect.
Well, yes, third party developers will have a problem adjusting to an engine made by someone else, but I think a lot of the stories about UE3 stems from Midways decision to force it on all their developers, which seems like a very odd decision for a publisher to make. But yeah, clipping will be ever present in 3D games, at least for a long, long time to come.
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