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Old 10-23-09, 10:52 AM   #18
jolle
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Default Re: Unigine Heaven DX11 Benchmark

Quote:
Originally Posted by KasuCode View Post
I think they are showing what the engine can do more so then the art style.
I think its generally a problem where people think its so sweet they dont know when to stop.
Most cases where people use parallax mapping (or now Disp Maps)for cobbled roads, they tend to pull up the strenght on the height deformation waaay to high.
so it just looks broken, UVs tend to stretch on the sides when you do height deform like that, so thats another reason not to pull it too far.

Looks great at most other places though, just the roads that are way overdone.

Minor gripe, but the interesting bit is that this seems to happen every time people use if for cobble stones, which are supposed to be somewhat flat to make a usable road.
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