I actually think the Killzone 3 helghast looks better.. lol
The models of both are hard to tell a difference imo. That could easily be in SF. I know studios do make higher quality models and downscale so that can be the reason.
I actually think the Killzone 3 helghast looks better.. lol
lol thanks for replying. How was this effect accomplished in a Gamecube game?
yes, it wasn't used in Lair either
The models of both are hard to tell a difference imo. That could easily be in SF. I know studios do make higher quality models and downscale so that can be the reason.
I want the whole game to look like this:
it means the smoke isn't interactive, it just clips through objects. I think the only game that uses volumetric smoke/clouds is Rouge Squadron on GameCube.
This is very sad, I always wanted volumetric clouds in Ace Combat and other flying games
Hasn't TMAA been around since the Geforce 6800 series? It's just MSAA + light shader AA for alpha transparencies AFAIK.
Intellisample is the brand name for NVIDIA's antialiasing method in GeForce graphics cards.
[edit]Intellisample 4.0
Version 4.0 is used in the GeForce 6 and GeForce 7 series, and includes two new methods, Transparency Supersampling (TSAA) and the faster but lower-quality Transparency Multisampling (TMAA). These methods are designed to improve antialiasing quality of scenes with partially transparent textures (such as chain link fences) and textures at oblique angles to the viewing screen.
Intellisample 4.0 support was enabled, unannounced, for GeForce 6 Series cards in NVIDIA's display driver (Forceware), version 91.45[1]. This is not mentioned in the driver Release Notes or on NVIDIA's website.
If you want "volumetric clouds" then lots of games have that...eg Warhawk, Crysis, Red Dead Redemption. If you want smoke effects that interact in real time with object and wind then there are a few games that do it INCLUDING Killzone 2 (for spawn smoke grenade) other examples include Metro Last Light, Stalker, some games with Physx support like Batman etc etc. If you are talking about lights that give yoou the volumetric effect like in Killzone Shadowfall then I can think of three names that do that Metro, Alan Wake and Uncharted 3.
If you want "volumetric clouds" then lots of games have that...eg Warhawk, Crysis, Red Dead Redemption. If you want smoke effects that interact in real time with object and wind then there are a few games that do it INCLUDING Killzone 2 (for spawn smoke grenade) other examples include Metro Last Light, Stalker, some games with Physx support like Batman etc etc. If you are talking about lights that give yoou the volumetric effect like in Killzone Shadowfall then I can think of three names that do that Metro, Alan Wake and Uncharted 3.
My laptop can't really handle the slides - I guess you wouldn't expect it necessarily but did anyone come across mention of input delay time(s) at all?
Nothing on that
I was going to mention Warhawk for volumetric clouds, but I guess they weren't interactive
thanks for the explanation
this looks cool
the smoke still clips through snake though
thanks for the explanation
this looks cool
the smoke still clips through snake though
Its basically what Crysis 2 DX 11 and then Crysis 3 does. Most people dont know that but every particles is affected by wind in C3 and wind can be generated procedurally, from object and explosions. Even guns like Electrovolt [or whatever its called], speed up particles around objects it hits, because it causes small explosions
Crysis 3 does that even on consoles.
This looks better, but its vaaaaastly more demanding for the GPU
http://www.youtube.com/watch?v=ZwoJ-upjeKo
every day gamer will see day and night difference between PS3 and PS4 games.
PS3 was definitely nothing like "triumph in realism"... maybe compared to PS2, but not compared to reality.
PS4 has a chance to become that.
And when comparing the two, I dont mean using one old model rendered in new engine, I mean actually turning on PS4 and playing PS4 game vs doing the same on PS3 and same PS3 game. Difference looks to be huge.
If you think differently, i suggest you read over the ppt, not use one point of reference.
Hasn't TMAA been around since the Geforce 6800 series? It's just MSAA + light shader AA for alpha transparencies AFAIK.
that was AMAZING! We need this effect in games now!
woops double post sry
This looks better, but its vaaaaastly more demanding for the GPU
http://www.youtube.com/watch?v=ZwoJ-upjeKo
What's with tech demos showing such cartoonish and weird simulation? That gas demo looked very unrealitsic and unnatural (the physics are good, but still). The fur demos from nVidia look nothing like real hair. ATI's hair tessilation looks like a barby doll with reactions set to max. Water sims usually look like far away oceans, but then the water is extremely light or dense.
...It's just weird. Why not aim for as best you can do in terms of realism/natural looking simulations then we'll see how far we really are and how to improve it going forward.
Yeah, but this simulation requires 20TFlops
Nobody was saying that. The conversation initially revolved around how the average game consumer ("every day gamer" as spwolf put it) would perceive the upgrade, not the pixel/frame peeping diehards that frequent NeoGAF. That's the irony of the "concern" - most players won't dissect the games this way and will look more at the big picture where various upgrades will accumulate and be much more apparent overall in their abundance.Don't act like people won't still be dissecting this individual texture here or that character model there, like they do every gen.
None of the games you mention were launch games though, or released within a year of the PS3's launch. So the justification you speak of was quite late in arriving.Maybe "realism" was a bad choice of words, but there are plenty of games which justified the jump in power from PS2 and are still impressing people today. Just look at GT5, Grand Theft Auto V, Beyond, Uncharted 3, Metal Gear Solid V, God of War 3 etc.
Tech demos exaggerate so that they can clearly show off what they're simulating. If the effect is too subtle then it wouldn't look like much is happening.
Yeah, but this simulation requires 20TFlops
This.
Also, I like that they are using many volumetric effects and particles that take on physics and lighting.
All this creates a great coheisve image that you see in other engines but really was missing from so many due to last gen hardware. KZ:SF will look quite nice I imagine.
I wonder if they are gonna use any tesselation at all. It is not mentioned in the PDF and they seem to focus heavily on normal LODs (nothing wrong with that for performance reasons though).
See you in 2054.
No, according to nvidia probably by 2019 or 2020
I want the whole game to look like this:
No, according to nvidia probably by 2019 or 2020
wow that's really amazing.
No, according to nvidia probably by 2019 or 2020
It's cool to play Crysis 3 and throw grenades and watch the smoke. it moves differently everytime after an explosion. It's quite impressive
KZ2 did something similar to this as well. I remember my jaw dropping at the wind effecting the smoke from grenades.
This is still essentially KZ3's engine ported and improved on the ps4 I believe.
I think infamous. Second son is doing the same thing.
Maybe for PC but if they still got console around then they not going packing so much power .
So see you in 2025 .
This is still essentially KZ3's engine ported and improved on the ps4 I believe.
I think infamous. Second son is doing the same thing.
I wish they would give us something new that they haven't shown yet.
Even one measly image.
they probably want to have a look at Call of Duty Ghost and other Microsoft stuff before showing anything. Then they will respond accordingly during e3