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Killzone: Shadow Fall technical presentation slides [Up: Tech Videos]

thuway

Member
FFXIII was graphically perfectly fine. Dat IQ (on PS3)

People can hate all they want on it, but it was one of the few games my parents stood up and said, "Wow, that looks amazing." They never said that for Killzone, God of War, or Gears. Uncharted is the only other exception.
 

Jinfash

needs 2 extra inches
Count me in with those who never paid for a GG game but is always interested in their tech. I liked parts of what has been shown of Shadow Fall, but I'm still hoping for a bit more oomph— Only because I believe the game's raison d'etre is to benchmark the launch wave.
 

Verendus

Banned
People can hate all they want on it, but it was one of the few games my parents stood up and said, "Wow, that looks amazing." They never said that for Killzone, God of War, or Gears. Uncharted is the only other exception.
What? But God of War 3 looks amazing. Did you show them the pretty titans? Did you show them the pretty titans?!
 

UrbanRats

Member
yea the crystal tools engine or whatever was a complete disaster. It was just good at producing cut scenes and narrow hallways with some AA. Crap at everything else.

Well, for FFXIII (the first one), they actually pre-rendered almost all the cutscenes, so it really wasn't that great at that either...

I haven't played the game, but that FFXIII screen that gets passed around with the yong boy walking, with like a forest or a city in the distance, that was pretty good.
Probably a carefully picked one, i guess.
 

RoboPlato

I'd be in the dick
This thread has reminded me that it's going to be really hard for me to go on my media blackout for this and Second Son after E3. I spoiled way too much of KZ2 and 3 for myself and I want SF to be a fresh next gen experience going in but I'm also really interested in the tech side of things.
 
Increase in polygon count is what I'm looking forward to the most next gen, it'll go a long way to getting rid of that current gen look.

Btw did that aircraft in the slides have self reflections? I thought that was a long way off?
That's something that would be super cool in racing games, finally seeing the mirrors reflected in the car body
 
the "forcefield" stuff looks awesome, adjusting the wind speed and all. The particles are dynamic as well! They interact with the wind speed. Very neat stuff
 

DieH@rd

Banned
What? But God of War 3 looks amazing. Did you show them the pretty titans? Did you show them the pretty titans?!

No matter how titans look, opening shot of the K:SF demo was glorious [opening of the airship doors and seeing Vekta], especially for those who saw it live. It was our first true glimpse at realtime nextgen graphics.

the "forcefield" stuff looks awesome, adjusting the wind speed and all. The particles are dynamic as well! They interact with the wind speed. Very neat stuff

That's nothing new really. However, im still waiting for the realistic [not sprite based] smoke particles created by DC.
 

Gestault

Member
But it's just a matter of personal perception and appreciation of these things. I see big differences in these 2 helghast models in terms of pretty much everything. Polycount, details, texture quality, shadowing/lighting.

I think, even seeing what we can with special effort to highlight the differences like I have here, you may overstate the practical differences between the two models. That extra polygon data will certainly make animations look beautiful, but these don't seem as generational as you seem to imply.

7ItLEzI.jpg
 
Looks impressive as always...they need to work the vegetation, make it more reactive. Seriously, the plants didn't react much to the wind, or are they supposed to be plastic ones XD

Iluminated soft particles... we are catching up tp Cryengine.
 

No_Style

Member
People can hate all they want on it, but it was one of the few games my parents stood up and said, "Wow, that looks amazing." They never said that for Killzone, God of War, or Gears. Uncharted is the only other exception.

I thought FFXIII was quite the looker as well. I was very pleased with many of the scenes. Those crystals! Art direction elevated it higher.

FFXIII-2 on the other hand... Ew.
 

Nirolak

Mrgrgr
I haven't played the game, but that FFXIII screen that gets passed around with the yong boy walking, with like a forest or a city in the distance, that was pretty good.
Probably a carefully picked one, i guess.

The game has so me nice settings from time to time in the same way FFX does, but in general there seem to be some notable deficiencies in their technology.

This video of Lightning Returns helps highlight them given that they have to support a more open exploration like setting instead of careful camera angles: http://www.youtube.com/watch?v=sXJL9eFgzUk&hd=1
 

Raist

Banned
I think, even seeing what we can with special effort to highlight the differences like I have here, you may overstate the practical differences between the two models. That extra polygon data will certainly make animations look beautiful, but these don't seem as generational as you seem to imply.

7ItLEzI.jpg

And I still see a big difference between the two (didin't need some "ENHANCE" option in the first place, and no, not just polycount) so.... I'm not sure what your point is?
 

RoboPlato

I'd be in the dick
I think, even seeing what we can with special effort to highlight the differences like I have here, you may overstate the practical differences between the two models. That extra polygon data will certainly make animations look beautiful, but these don't seem as generational as you seem to imply.

http://i.imgur.com/7ItLEzI.jpg[IMG][/QUOTE]
They made a point of saying that it's an unfair comparison since the KZ3 model is loaded in the SF renderer so it's much better lit, has better texture filtering and better shadowing.
 

Nirolak

Mrgrgr
Personally the character models were by far the stand out worst part of the demo.

The human faces for example also don't look very good compared to quite a few other games.
 

RoboPlato

I'd be in the dick
Personally the character models were by far the stand out worst part of the demo.

The human faces for example also don't look very good compared to quite a few other games.

Yeah, I hope those improve. The skin shaders in KZ3 looked better so I'm thinking it's just an early demo.
 

benny_a

extra source of jiggaflops
And I still see a big differrence between the two so.... I'm not sure what your point is?
I also think you're overstating it.

The eyes lighting up the inside of the hood is the most impressive thing.

I'm of the opinion that we'll have to see the cloth move in real time to see the stark difference in the models.
(Which they could still back-port.)

As has been said, the old model gets a nice boost by being in their overhauled engine using the new lighting system and looks absolutely fine.

Edit: The hand is also a biggie. And just to clarify: I think the KZ:SF looks like a generational leap over Killone 2/3 if everything is added up together. This specific comparison however is not representative of that though.
 

orioto

Good Art™
I think, even seeing what we can with special effort to highlight the differences like I have here, you may overstate the practical differences between the two models. That extra polygon data will certainly make animations look beautiful, but these don't seem as generational as you seem to imply.

7ItLEzI.jpg

Why don't you show the hand ;)
the problem here is only that they make miracle with normal maps and mapping but the actual poly difference is insane..

As somoene said, at least it's something you can animate. the problem with those current gen models is that they look good but you can only animate a simple mesh in the end and it's crappy. On the Shadow Fall version, everything is poly, which mean everything can react dynamically, and react to light.

But still, the way they showcase that is horrible.
 

Gestault

Member
no it's the usual stuff like; killzone sucks, how much ram for good gameplay etc. drive by trolling....

To be fair, there were a good number of actual fans saying/asking some pretty uninformed things about what the extra RAM would allow GG to do with the game. I think that's what set off some of the negativity (also, people overreacting to obvious digs encouraging moredigs).

Also, someone said "Killzone 2 is the shooter of the generation," and in addition to being off-topic, even I think that's just asking for it. Still, it's frustrating not being able to even say the name of the series without people tossing in "Killzone suuuuucks."
 
They made a point of saying that it's an unfair comparison since the KZ3 model is loaded in the SF renderer so it's much better lit, has better texture filtering and better shadowing.

Yep it's not a direct 1:1 comparison which is why KZ3 look so good compare to KZ SF .
But KZ SF goes up to 40k polygons for there highest LOD model compare to 10k for KZ3.
Of course all of this would look better in motion .
 

RamzaIsCool

The Amiga Brotherhood
Personally the character models were by far the stand out worst part of the demo.

The human faces for example also don't look very good compared to quite a few other games.

Yeah... Animation was pretty weak too imo. But I am giving them the benefit of the doubt, I think we are all going to be surprised how the end product will look like. Postively I mean.
 

bak4fun

Unconfirmed Member
oh and for those who don't like FXAA:

"We’re currently using FXAA for anti-aliasing, but we’re working together
with Sony ATG on a better solution more suitable for PS4. Watch out for TMAA."
 

RoboPlato

I'd be in the dick
oh and for those who don't like FXAA:

"We’re currently using FXAA for anti-aliasing, but we’re working together
with Sony ATG on a better solution more suitable for PS4. Watch out for TMAA."

TMAA? Ooooohhhhhh, sounds fancy. Temporal multisampling, maybe? I was hoping Sony would come up with a nice new AA solution for PS4. Here's hoping it makes launch titles.
 

yencid

Member
that last shot in the video looks awesome. i wouldnt mind a video game that included something like that. Reminds me of the attack the block scene with the smoke.
 

benny_a

extra source of jiggaflops
There are lots of cool things here in the presentation but one of the stuff I personally look forward to the most is the 7 different LOD.

I dislike if z-fighting and LOD-switching is very noticeable, as it is very distracting. Increasing the number of LODs used should make the switching less noticeable as the detail won't change that much every switch.
 

Orayn

Member
oh and for those who don't like FXAA:

"We’re currently using FXAA for anti-aliasing, but we’re working together
with Sony ATG on a better solution more suitable for PS4. Watch out for TMAA."

Interesting, another four-letter initialism I hadn't heard of before. Sounds like a technique that uses 2D cut-outs to separate various parts of the scene, allowing you to use MSAA on some elements and post-processing AA on others.

TrAA - Transparency Anti-aliasing

Describes AA types such as TMAA and TSAA that are designed to handle flat pictures with see-through areas (Billboards, Decals or Point Sprites in 3D graphics lingo) differently from real 3D models.

In a 3D scene, there are two main ways of displaying items that have see-through areas, such as a tree. If the tree can be seen from all angles, a 3D model is used. But if the tree can be seen only from one angle or from far away, one may be able to get away with displaying just a flat picture of a tree in that location, thereby rendering the scene faster. TrAA applies to such flat pictures.

TrAA exists because flat pictures are not handled well by FSAA methods other than SSAA. This is because flat pictures do not have any geometry associated with them and AA methods other than SSAA derive most of their samples from geometry.

TMAA - Transparency Multi-sampling Anti-aliasing

A type of TrAA. It works by applying MSAA to flat pictures while leaving the real 3D models in the scene to be handled by other AA methods or by MSAA with a different number of samples.

It's not full multisampling, but it sounds like a step up VSAA. (Vaseline smear anti-aliasing)
 

Nirolak

Mrgrgr
Yeah... Animation was pretty weak too imo. But I am giving them the benefit of the doubt, I think we are all going to be surprised how the end product will look like. Postively I mean.

It's a first demo on an unreleased system so I'm not overly worried, but yeah that's mostly what stood out to me.

I'm curious to see how it looks at E3.
 

JCreasy

Member
The footage shown during February’s huge PlayStation Meeting press conference supposedly used around 3GB of the console’s GDDR5 RAM for video, with a further 1.5GB employed for system purposes. Remember, the box has a total of 8GB GDDR5 RAM available.

used around 3GB of the console’s GDDR5 RAM

used around 3GB


3GB

. . . Characters are currently being built using 40,000 polygons, a figure four times greater than the models from Killzone 3.


http://www.pushsquare.com/news/2013/05/who_fancies_some_killzone_shadow_fall_technical_stats
 
Yeah... Animation was pretty weak too imo. But I am giving them the benefit of the doubt, I think we are all going to be surprised how the end product will look like. Postively I mean.

yea the animation was immersion breaking. But the animation in Killzone 2 and 3 is much better than what they showed so it should be ok, unless they are rushing for launch.
 
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