Two Worlds![]()
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Publisher: SouthPeak Interactive Genre(s): Role Playing Game Home Page: http://www.2-worlds.com/
Pop-In and Stutter: The New HotnessWhen placed side-by-side with its contemporaries, Two Worlds disappoints in the visuals department. Most apparent is the engine's LOD hack, which creates jarring pop-in at even the highest draw distance settings. Enemies, trees, building and even the landscape will suddenly appear, ruining any semblance of immersion. Trees in particular are handled in an odd manner: first, they pop onto the screen, and in the middle-distance they sit as 2D sprites, until they are in the immediate field of view, where they reveal their 3D glory in one startling moment.
You won’t find any 20-mile views from Antaloor’s mountain peaks, because the distant landscape is always covered in a thick haze (or just blurry, with the unnecessary Depth of Field option turned on). Vegetation sprites - tall grass, tree branches and leaves - sway in the breeze, but the flora lacks the realism of Oblivion's SpeedTree-generated vegetation (licensed from IDV). The rendering code is pushed to its limits at all times, and every conceivable hack is used to cram a large, open world into an inadequate graphics engine.
An inadequate lighting model produces only the most rudimentary of shadows, and at even a moderate distance shadows are transformed to cursory spot shadows before disappearing altogether. In combat, blood frequently splashes through the air, but its cell-shaded, cartoonish appearance doesn’t fit in the game world. Character models are often under-detailed and draped in the most basic skin textures, and all models suffer from jerky animations. Clipping issues abound, with all manner of solid objects - from corpses to weapons - possessing the capability to disappear into the ground or into other models. Finally, textures mainly come from the school of design known as "blurry". There are some examples of above-average texture work to be found here and there, but a lack of detail shaders and a proliferation of visible seams only serve to highlight the general lack of quality and variety that blankets the world.
Breaking the Bank for Mediocre Visuals
Given the issues the engine has pushing pixels even on top-end hardware, it’s not surprising that the minimum requirements are too low. Two Worlds isn't worth playing at anything but the highest detail settings, as anything lower turns the already-fuzzy world into pea soup. While you can get away with less, you'll want at least 256MB of video memory riding on something like an
For higher resolutions, move to at least a dual-core CPU (an
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