Shao Kahn Brewing a Stew
Banned
DAT "MATRIX" OVERVIEW OF THE CITY!
Very Tron/Blade Runner-esque!
New link for new page for those that care: www.youtube.com/watch?v=tgZZ9ODW0rw
DAT "MATRIX" OVERVIEW OF THE CITY!
FFXIII was graphically perfectly fine. Dat IQ (on PS3)
DAT "MATRIX" OVERVIEW OF THE CITY!
Very Tron/Blade Runner-esque!
New link for new page for those that care: www.youtube.com/watch?v=tgZZ9ODW0rw
What? But God of War 3 looks amazing. Did you show them the pretty titans? Did you show them the pretty titans?!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.
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...
Very Tron/Blade Runner-esque!
New link for new page for those that care: www.youtube.com/watch?v=tgZZ9ODW0rw
What? But God of War 3 looks amazing. Did you show them the pretty titans? Did you show them the pretty titans?!
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
2 dislikes?
Come on now.
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 actually think the Killzone 3 helghast looks better.. lol
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 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.
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.
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.
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.
Some more images
Love the look of the HG side of the wall.
I also think you're overstating it.And I still see a big differrence between the two so.... I'm not sure what your point is?
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.
And I still see a big differrence between the two so.... I'm not sure what your point is?
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.
no it's the usual stuff like; killzone sucks, how much ram for good gameplay etc. drive by trolling....
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.
Really? I thought the demo was a massive leap over KZ2 or KZ3 but even I don't see much difference here, let alone "big" difference. *shrug*
I'm not seeing that myself. The new one has more geometry, better lighting effects, better textures, and smoother rounds. It's an all around improvement.
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.
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."
he is talking about the character models.
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.
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."
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.
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.
Yeah here is hoping the same.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.
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.
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.