COH2 ELST OUTSKIRTS 1
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COH3 ELST OUTSKIRTS 1
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COH2 ELST OUTSKIRTS 2
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COH3 ELST OUTSKIRTS 2
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RESOLUTION COMPARISONS
TEXTURES
Coh2 textures are softer. They have a lower Texel/Meter value. Meaning there are less texture pixels per meter of terrain.
This makes the units standout more. They pop out of the picture more. Because their outlines are always crisp by nature. This crisp outline stands out against the blurry textures they are standing on.
Coh3s higher Tex/M means the ground is as sharp as the unit outlines. The camera also appears to be further out (or units are smaller) which also makes their outlines harder to pick out visually.
The stones on the Coh2 roads are blurry white patches. The stones south of the road in Coh3 are sharply rendered huge rocks.
SPECULAR LIGHTING
Coh2 textures use specular lighting. Coh3 barely uses it and you have to be directly facing the sun to see them. Coh2 metal objects appear more real. Their are glints of highlight on the tread paths on the road.
Coh3 has higher resolution and almost no specular lighting. Everything looks fake and made out of chalk.
In Elst Coh2 #2, the road and rocks are all being lit by the sun. They are brighter. Coh3s road has no specular light at all. It looks like a flatly lit diorama.
SUMMARY
- Units stand out better in Coh2 due to softer textures and lower camera.
- The Coh2 lower res textures tell your brain you are far away and cant see much detail. Coh3s sharp textures tell your brain you are right on top of this thing and can see all of its detail.
- The smaller Coh3 models on top of the detailed terrain tell your brain, these units are very small. Because they are small but I can see detail in the ground. Your brain sees this disparity and calcs that the units are about the size of a rabbit.
- The lack of specular lighting in Coh3, tells your brain this is not real. These textures do not interact with the lights of the world.
OPINIONS
Coh3 looks amazing. If they added specular lighting it would be fantastic. The added detail is much more realistic. Some map textures could be retouched to reduce their size/detail, especially road splines.
I see reviews all the time where people are complaining the camera is too zoomed in. The camera is actually further out in Coh3 than Coh2. But the texture detail and model sizes are tricking peoples brains into thinking it is more zoomed in. We should also assume a lot of players want Steel Division level of zoom outs, so their complaints are legit.
People say "This is a mobile game!". Again the disparity in texture detail to model size throws off the realism. The lack of specular lighting also makes the game look flat and not real.