Psykogundam wrote: I suppose he must mean visual quality. gameplay is really sound after all these years with emphasis on evolving the gameplay through the builds. But very little has been done to really push objects, textures and statics, apart from the vehiles and soldiers (which are great looking). The terrain never really got prettier, and things like trees and bushes have been left idle with crazy lines that hover in mid air and stuff, however the level layouts became far more advanced because it seems popular to build objects on google maps rather than try and structure the terrain according to how you might imagine it in your head. (imo)
The thing is we actually pushed that stuff too hard, not the other way round.
There are a few key things to consider here.
PR's View Distance for a start, much, much larger than vBF2 and FH2. This has a massive impact on pretty much everything. It affects the amount of objects you can have drawing, it affects the quality of the objects, the textures, the terrain detail etc etc.
The next is the sheer amount of assets we have. What some of you may not be aware of, a few releases ago we had to do a massive amount of scaling down on the quality of our vehicle and weapon textures from 2048x2048 pixels, to 1024x1024 pixels, that is 1/4 its original size and most things have never looked anything like as good since. This was done to stop players CTDing on load from running out of memory, when loading all these different vehicle and weapon textures, which use to happen a lot. Now its very rare but we had to sacrifice a lot to get a more stable game.
Then there is the matter of us using a lot of stuff, we didn't even make (with permission). vBF2 assets, assets from other mods etc which most of this stuff basically doesn't match up to the quality of the stuff we have made ourselves. I will agree some of the stuff we have made isn't very good, but most of it is top notch work, easily comparable to FH2's work (with its original textures etc).
For PR thou its mainly been more and more a matter of quantity rather than quality and that has shaped some of our work over the past few years dramatically as well which I would add allowing some assets into the mod which would have never passed our original quality standards but as time goes on I hope we move more back to quality, with quantity as much as possible, with optimizing in as many areas as we can and what I've been spending most of my time on over the past couple of years but its a very slow process and one most people are not that interested in either.
So to summarise, you really can't compare FH2 and PR, in the same way you can't really compare apples with oranges. They are two totally different mods, made in two very different ways, with very different ideas on gameplay etc but at the end of the day, both very, very good mods in there own right.
Now if this topic continues being a "FH2 vs PR vs AP" topic, it will be locked with perhaps a few infarctions given out too so stick to the facts people and leave the rest out.