Universe at War: Earth Assault

Written by Joe Martin

February 17, 2008 | 07:57

Tags: #petroglyph #real-time #rts #strategy #troops #universe-at-war #war

Companies: #sega

Graphics

The graphics in Universe At War: Earth Assault, as you can clearly see from the screenshots throughout the article, are a bit of a mixed bag.

Sometimes, the graphics look lush and nicely put together – there are no jagged edges and the large explosions and missiles certainly look compelling if not realistic. However, at the same time, the lip-sync of characters, which you obviously can’t see in these pictures, is very poor and the overall quality of the cutscenes is a bit low too.

The game proved to be quite CPU-intensive too and when we had lots of units on screen at maximum detail then the framerate dropped noticeably.

Either way, we’ve put together a little guide here to show you the effect of the settings which had the most noticeable effect on how the game looked. Universe at War is never going to look great, but you can at least stop it from looking bad or let yourself know what you're in for.

Texture Detail

There are only a few real graphical settings of note in Universe at War: Earth Assault and the one which has the most massive visual impact is the Texture Detail.

Alterable via a slider, this setting controls the amount of extra layers and crispness of all textures in the game, but is most noticeable when it comes to the large, flat textures of the environments. Take a look at the screenshots below.

Universe at War: Earth Assault Graphics
Click to enlarge
Universe at War: Earth Assault Graphics
Click to enlarge
Universe at War: Earth Assault Graphics
Click to enlarge

Texture Detail High (left), Medium (centre) and Low (right).

As you can see, the quality of the texture is wildly scalable and ranges from the sharp detail of the High setting down to the vomit-like smudges of the Low setting – it's almost as if it's just adjusting the level of anisotropic filtering, but the textures are also slightly lower-resolution too. We didn’t notice this setting causing any particular performance hit on its own, so we’d suggest putting it on high if you've got a graphics card with enough onboard memory to handle it.

It’s also worth pointing out that this setting doesn’t seem to heavily impact the textures of units and buildings and had minimal effect on the global map too.

Shadow Detail

Shadow Detail too comes in three flavours and is controlled via a slider in the advanced graphics options. This little sub-menu is where all the interesting graphics options are located, though there are only two or three which are hugely important. If you’re interested in an overall better look to the game, Shadow Detail is one of them.

Universe at War: Earth Assault Graphics
Click to enlarge
Universe at War: Earth Assault Graphics
Click to enlarge
Universe at War: Earth Assault Graphics
Click to enlarge

Shadow Detail High (left), Medium (centre) and Low (right).

So, the difference in quality between the High and Low detail shadows is immediately noticeable – mainly because the Low setting turns Shadows off completely. The difference between High and Medium is harder to spot, but in-game it proved to be easier to see and the shadows were all a lower resolution and a little less crisp on the Medium setting.

To me, there’s no middle ground here though. Either you want the shadows on or you don’t because of performance problems. If you want the shadows on then you turn them on full and appreciate the extra depth afforded to a battlefield by them. If not, you turn them off completely. Having crappy shadows on screen all the time is something nobody wants.

Environment Detail

The final setting which we thought had a profound effect on the graphical fidelity of the game was the Environmental Detail setting.

This setting is on a slider just like the others, but is a bit ambiguously named. It could mean anything from the number of trees to the complexity of the mountains, the number of craters on a battlefield or whether the grass sways or not. Check out the pictures below to see what it actually does.

Universe at War: Earth Assault Graphics
Click to enlarge
Universe at War: Earth Assault Graphics
Click to enlarge
Universe at War: Earth Assault Graphics
Click to enlarge

Environmental Detail High (left), Medium (centre) and Low (right).

It’s hard to spot at first, but if you look in the top right corner of the pictures you’ll spot the tell-tale disappearing grass. This seems to be the main manifestation of this setting.

On High settings the grass is more plentiful and lush – levels seem to have more depth, even if the graphics on the grass aren’t jaw-dropping. On the lower levels the grass is increasingly limited. The fact that the grass doesn’t look too good on its own means that this setting is more a matter of preference than much else – personally, I prefer it on medium. What about you?
Discuss this in the forums

Posted by Amon - Sun Feb 17 2008 09:36

The review makes it seem okay. But, I'm not one for 'special abilities' as a quick ticket out of perseverance, and the whole everyone's-a-Protoss-esque-alien-race theme is unoriginal and difficult to wrap around my mind as far a believability is concerned.

But that "iPod" alien race sounds pretty cool :lol:

Posted by mikeuk2004 - Sun Feb 17 2008 11:12

I dont agree with Joe's 7, should be alot higher than that. I didnt have any problem with the graphics, it looked amazing all the way through, and didnt notice any slow down and im running it on a AMD 3700 1GB ram and a ATI 1600Pro.

Im loving this game right now, well worth the money. The human race seems abit too weak and you start of with them until you meet one of the alien races who help you, then you take over from them.

It reminds me of the TA days because if your commander dies its over. Great game :)

Posted by lewchenko - Sun Feb 17 2008 19:41

Hmmm.... This game has some really shocking problems.. These are the absolute deal breakers..

1. The zoom.

Its barely operational. I know the map sizes are a fraction of Supreme Commander's, but I think that SupCom (in Feb 07!) raised the bar as to what kind of zoom options an RTS should have. To release a game in 2008 without decent zoom out (so you can actually see what the terrain is 100 metres away) is a must have. Once you have played SupCom.. and go to this game.. you will wish for it like no other...

2. You need to use MS LIVE for PC to play ranked games. Thats a paid for version of LIVE as well. Custom games (multiplayer skirmish) are free, but to have to use MS LIVE GOLD accounts to rank yourself against other players is a JOKE.


3. Ive read on the petroglyph dev forums that the unit count is a max of 99 ! Is this for real ? Maybe Ive definitely been spoiled by SupCom... but C&C3 had more than that.


The points above mean that me and my other RTS buddies wont buy this game. (We are too into SupCom at the moment anyway... and this game falls WAY WAY short of delivering anything that could change our minds).

try harder next time petroglyph / sega.

Posted by mrb_no1 - Sun Feb 17 2008 23:24

only scanned the artical, but from the pics it reeks of supcom, not impressed by the move to take the best rts imo (supcom / FA) and hash some graphical atrocity that is lacking in every way. hmmm, maybe the artical will reveal more but i just had to comment straight away,

peace
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