I know what you mean, Ehren, thanks for making your stance clear, but see, this all is not a
contest or even just to talk something down ... I'd even say that this isn't only a matter of opinion ...
Uru/MOUL is a very old game, and when it was created and released, it was the absolute awesomeness
and still is stunningly beautiful and inspiring in every respect, otherwise many of us wouldn't be here
anymore (having played and examined and explored it a hundred times and more etc. etc. lol) ...
Usually I buy a game, play it and that is it lol ... Everybody has her/his own reasons why this is so
and differently in this case ...
When you're now passionate enough to take on the Sisyphean challenge and task to improve this game
and adapt it slowly more and more to nowadays standards, as far as this might be at all possible, esp.
under these many given confines (licensing and engine wise etc.), and working almost 24/7 for years
to get this done, one or a few steps at a time, then you can feel, and rightly so, really proud or sth
like this, you just feel great about it when you see that your hard work pays and proves to be
successful and not in vain ...
The H'Uru team has made great strides in many respects, engine/PhsyX and whatnot wise recently
again, which I, as a layman, am not able to relate to in any specific way, and they've promised on the
latest AGM to demonstrate this to us in one way or another ... This thread here is only one of those
ways ...
In general, I can say, and I can only speak for myself in this regard, I see the difference between Gehn
and MOULa esp. in the overall view of the environments and also in detail, graphically ... Gehn is better
already in many respects, which for me is a fact that I feel and really see ...
Deledrius explained those technical aspects of all of it very good, when stating
One of the main benefits for this change in scaling isn't going to be apparent in stills, as the "sparkling"
that occurs with the old method as the camera moves can't be seen here ...
This change allows these objects to blend better into the world when they're not the focus. Ultimately
it's a visual preference, much like standard anti-aliasing, but one that's generally accepted as being a
perceptual win.
So, as I've mentioned above, it's the overall view, and while you move along etc., though I see it also in
the datail, but I think you all get the picture what I'm saying here ... Great job! H'Uru Team! Way to go! ...
