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Questions about MKX graphic tech

PainForge

Kombatant
If I recall correctly, someone once mentioned that NRS would purposely tone down how realistic they could get the visual quality for this game to look. If true, would this be because the game would need to receive an Adults Only rating? Or is this more about the limitation of current gen console hardware or the Unreal Engine 3.5? Also, what would render an AO rating from a publisher in terms of violence? In other words, what would be an example of a line they can't cross when it comes to finishing moves?

Also, I noticed that any sort of liquid present in game, (whether blood, rain, sweat etc..) does not streak down or absorbs from & into the models body/clothes, but rather repels it and tries to emulate it with a glossy sheen on skin or dripping blood that overlaps itself, as seen on Kung Jin's arrows from his fatality. Is this more a design decision not to focus on implementing this tech, or again something based more on hardware limitation or advisory rating?

Anyone in the know have some answers to the above? Thanks guys.
 

NSR

Also known as Futuretime23
hardware limitation most likely I guess. BTW it uses a heavily modified version of the UE3,not 3.5,according to Boon.
had they used UE4 instead,it would definitely look more realistic.
 

Quancheese

Shinnok Aggressor
I don't have any official answers . But I will speculate.

Great observations first of all, although slightly off
What I have seen is the blood DOES stay on clothes and character models to a certain extent, but not nearly to the level of mk9. Which I will get to in a sec. What we as the community (and you) really need is some solid answers on BLOOD TECH alone. I remember mk9 pre release interviews all day and a major focal point thAt they touted was their blood tech, how innovative and new it was for the team. how it flew off models landed on the ground and stayed there where it landed (although pixelated don't beilive me? Play subway and look at in in light looks shit)

NOW, blood tech is the same but better because I've seen the blood rendered on the ground in mkx, how it's dynamic, how it pools up, how it mixes with water slightly, all over better physics for the blood tech way surpasses mk9

So now getting to the homies point/question.
The massive , blatantly obvious difference between the two games. IS HOW blood stays on the character model and its intensity level.

Exhibit A) playing mk9 in the pit at the bottom, any character can go to either end, sit in the fountain of blood directly, and slowly watch how that blood absorbs into the character model, and eventually U can coat the entire model in a dark red maybe after 15 20 seconds. As would happen in real life.
YET NO A/O rating there! So I conclude the intensity of the physical nature of mkx blood tech/plays no part in rating boards overall decision for M vs AO rating.


EXHIBIT 2) QUAN CHIS BRUTALITY in mkx has him standing under a fucking fountain of blood in slow mo......AND COMES OUT LOOKING LIKE AN ARYAN MR. CLEAN. That pissed me off for one and was offended personally that his model was not a total dark burgundy gore fest after that display. So now I'm not thinking rating boards and realism questions, I'm thinking corners are being cut motherfuckers whose job is to depict graphic realism are not coding or skipping out on certain aspects.



EXHIBIT D) I got more stoned as I wrote this thinking I was gonna do some courthouse drama for the community and really shed some light on some powerful shit, but realized I'm just a cunt with an iphone. So I swear I was going somewhere with this, and I hope someone legit answers your questions , for I have none and only wish PPl share my anger on blood tech in mkx. Thank you and goodnight
 

PainForge

Kombatant
Thanks to both of you! I've been wondering about this for a while now. I know they tried to do dripping blood in the 3D MK's, but it never stained/absorbed into models. Regardless of these effects, I think for the most part the internal organs look a lot better in MKX. Here's hoping they break down some of their tech on the disc.
 

Rip Torn

ALL I HAVE IS THE GREEN.
Look up "uncanny valley". It's a phenomenon where people tend to be repulsed by animation/3D models/robots that look incredibly real except for a few small inacuacies in movement and aesthetics that ruin the illusion of it being "real".

No doubt the designers at NRS are aware of this phenomenon and have given MKX some cartoonish features to avoid that issue somewhat.
 
Because the game needs to run at 60 FPS.
Look at Inj. On PS Vita, they had to have graphics that were at least good, but toned down, compared to the console versions, so the game ended up having major lag and slow-down.