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Capcom details the tech behind Deep Down; can't say if PS4 exclusive or not

KKRT00

Member
On the fourth page 3rd paragraph after the first slide, I think they are talking about spherical lights being more physically correct and less prone to specular aliasing than point lights, but it's badly translated, so I'm not sure...

Yeah, its in some way Area Light, but not at the degree of KZ:SF or Crysis 3. Its mostly for specular component.

---
That's interesting.., one of the first times I've seen a relatively direct comparison between PC and PS4/XbOne in that way.

Its not completely relative, because 570 [and i7] was outperforming PS4 in this demo.
 
Hey Capcom, give us the demo on the pc, thanks.

I'll gladly pay for that.

Yeah you heard it right: I'll pay you. Isn't that what you're looking for anyway?
 

ethomaz

Banned
- Apparently the Pc demo uses only 1.2GB of video ram (compared to Ps4's 2GB)... There's a explanation for that, but due poor translation I couldn't make sense of it.
Thanks for the translations...

That part got my interest... PS4 version of the games uses more VRAM than the PC one... I will try to translate this part late.
 

KKRT00

Member
Thanks for the translations...

That part got my interest... PS4 version of the games uses more VRAM than the PC one... I will try to translate this part late.

Nothing to translate :) GTX 570 does have only 1.2gb of VRAM, thats the only reason it used 1.2gb on PC.
 
I'm developing a husband's bulge thinking about Street Fighter and Marvel powered by this. It'd be like Killer Instinct but with good gameplay.
 

RoboPlato

I'd be in the dick
so glad to see cone tracing make it into something after it was abandoned by Epic.
Epic said they want to get it back in eventually and this is only using it for the dragon fire since using it for everything was too taxing. If a lot of teams start looking into it we may eventually get it a few years into the gen from some of the heavy hitter tech studios.
 

OryoN

Member
Nothing about that demo screams 10 - 20 mil polys per frame, even counting redraw. With that much emphasis on DLOD, that figure seems seriously bloated, and there's 'very little' details to show for it on screen. By comparison, the Dark Sorcerer demo was said to be around 1 million polygons for the entire set, and 'just under' 1 million per characters. That's a far cry from 20 mil per frame, but it has more 'detail' to show for it, and looks just as good, if not better than Deep Down.

Deep down is powered by some impressive tech, but those numbers sound a bit fishy to me. 10 - 20 mil polys per frame sounds like scenes used for the purpose of grabbing normals. Not saying it's entirely impossible, but certainly a waste if true, especially in light of other demos and high-end games.
 
Nothing about that demo screams 10 - 20 mil polys per frame, even counting redraw. With that much emphasis on DLOD, that figure seems seriously bloated, and there's 'very little' details to show for it on screen. By comparison, the Dark Sorcerer demo was said to be around 1 million polygons for the entire set, and 'just under' 1 million per characters. That's a far cry from 20 mil per frame, but it has more 'detail' to show for it, and looks just as good, if not better than Deep Down.

Deep down is powered by some impressive tech, but those numbers sound a bit fishy to me. 10 - 20 mil polys per frame sounds like scenes used for the purpose of grabbing normals. Not saying it's entirely impossible, but certainly a waste if true, especially in light of other demos and high-end games.

From the article: "First, the total number of polygon rendering one frame per 20 million from 10 million. It is 10 times the PS3 generation. Values, including such non-visible polygons, such as the shadow map generation that is used when such shadows generated, this value but the value of the image of the total geometry load on the GPU to one per frame, so to speak."
 
Lol at a big game like Deep Down being exclusive on one platform.

Agreed.

Also I'm guessing the denotation on the final image about "fire fluidity" is the reason why the dragon's fire looks significantly worse than in the demo trailer? Lacking much realistic particle flow, or am i just seeing things?
 
Those DF shots make even more clear that we were actually seeing real time footage.

- They talk about a 3d mega texture using GCN Partially resident textures. It could be useful for static geometry, and could be a way to get SVOGI working on the next gen consoles.
A mini correction on that one, their proposed solution is not for static geometry only. The deal is that maintaining the Voxel tree is too costly, but it's very efficient to store sparse geometry, so they can can use more voxels to represent the scene.

If they use voxels as aa 3d texture they don't get the memory savings, so their solution was to use much less voxels (which means less lighting precision) for the scene, with varying sizes depending on closeness to the camera. One possible way around this issue is to use the PRT capabilities of the hardware to tile the immense 3d texture into something that can fit the memory.

(On build Ms showed a tiled resources demo where the shadow buffer was also tiled to only 16Mb, but I have no idea how things are handled for stuff generated in real time, for instance if they just discard the unused parts of the texture)
 

OryoN

Member
From the article: "First, the total number of polygon rendering one frame per 20 million from 10 million. It is 10 times the PS3 generation. Values, including such non-visible polygons, such as the shadow map generation that is used when such shadows generated, this value but the value of the image of the total geometry load on the GPU to one per frame, so to speak."

I did say; "even counting redraw". Still bloated.

For the record, not to put you on the spot since you're just quoting from the article, but it needs to be asked, due to that 10X PS3 gen statement...

What PS3 game out there boasts up to 2 million polys per frame(supposedly a tenth of what DD is doing, and generally matching the geometry throughput in Dark Sorcerer demo)? I'd imagine such games are extremely rare, if they even exist.

Redraw or not, those numbers seem off, and seemingly wasteful if true. That's all I'm saying. I'm surprised no one else had a similar reaction. Anyway, that'll be my last word on the matter.
 
I've been on #teamreal since day 1. Can we go back through the other deep down threads and shame anyone who thought it wasn't? Can we also call out the fanboys who claimed it wasn't real because it may or may not have been exclusive. Thanks,
 
I did say; "even counting redraw". Still bloated.

For the record, not to put you on the spot since you're just quoting from the article, but it needs to be asked, due to that 10X PS3 gen statement...

What PS3 game out there boasts up to 2 million polys per frame(supposedly a tenth of what DD is doing, and generally matching the geometry throughput in Dark Sorcerer demo)? I'd imagine such games are extremely rare, if they even exist.

Redraw or not, those numbers seem off, and seemingly wasteful if true. That's all I'm saying. I'm surprised no one else had a similar reaction. Anyway, that'll be my last word on the matter.

Lost Planet draws lots of polys per second (at the range of 2-4 million if I remember correctly)

Think of a 500k poly scene in the game... They have to render it:

- Once for every light.
- Once for every geometry that casts shadow for every light that makes them cast shadows.
- Once more for their motion blur implementation.

That alone makes a 500kish scene to be about 1.5million rendered polygons per frame.
 

KKRT00

Member
Nothing about that demo screams 10 - 20 mil polys per frame, even counting redraw. With that much emphasis on DLOD, that figure seems seriously bloated, and there's 'very little' details to show for it on screen. By comparison, the Dark Sorcerer demo was said to be around 1 million polygons for the entire set, and 'just under' 1 million per characters. That's a far cry from 20 mil per frame, but it has more 'detail' to show for it, and looks just as good, if not better than Deep Down.

Deep down is powered by some impressive tech, but those numbers sound a bit fishy to me. 10 - 20 mil polys per frame sounds like scenes used for the purpose of grabbing normals. Not saying it's entirely impossible, but certainly a waste if true, especially in light of other demos and high-end games.
10-20m is before culling. Tech demo do not push that much and thats with tessellation of course.
 
Dead Rising 3 is being published by Microsoft.

If Deep Down is published by Capcom - and it certainly seems to be - I'd expect it to be day-and-date on both platforms, at least in western territories.


until dead rising 3 directors cut is released...then it will be published by who ever. when it releases for ps4.
 
...you don't think QD would make games without Sony? Their games are multi-million sellers.
It certainly would be harder to maintain creative control, but I agree. After Heavy Rain probably every major publisher would try their luck at least once, EA greenlit Fuse after all. Their games are also quite cheap to make and they always finish on time and on budget, so sales expectations don't go through the roof. I think they probably prefer Sony, because they know they keep creative control and all. But I see no reason why Microsoft for example would say no to them if QD approached them, since HR was a good deal more successful than Alan Wake and every game made by Insomniac since Resistance probably, which didn't stop MS working with them.
 

Rashid

Banned
Not really related but Monsters University used 20GB of image data per second. This game which many questioned about whether it was real time, used at peak 2GB/s, or that's the engines maximum or whatever. Just goes to show, how far we are from Pixar quality games. At least a generation or 2 away.
 
Were these shots running at 60fps or 30fps

Neither. Listen to Kaz.

Iayqzbq.jpg


Dat f** Kaz :p
 

imtehman

Banned
someone needs to post that picture of Company A monehatting exclusives and Company B helping fund development of games.
 
Wanna hear a crazy theorie?

Deep Down is a Demons Souls/ Dragons Dogma crossover!

Evidence:

DemonsSouls HUD
zJEbspq.png


Deep Down HUD
LzsmIXp.png



Connect the dots people!
 

Alienous

Member
Wanna hear a crazy theorie?

Deep Down is a Demons Souls/ Dragons Dogma crossover!

Evidence:

DemonsSouls HUD
zJEbspq.png


Deep Down HUD
LzsmIXp.png



Connect the dots people!

Dragons Dogma and Dark Souls seem like they would be a good combination. Heck, I haven't played them both, but it seems strange they're regarded so differently. I suppose Dragons Dogma stands between Dark Souls and Monster Hunter.

Perhaps even a PS4 exclusive Demon Souls 2? Sony owns that IP, I think.
 
Wanna hear a crazy theorie?

Deep Down is a Demons Souls/ Dragons Dogma crossover!

Evidence:

DemonsSouls HUD
zJEbspq.png


Deep Down HUD
LzsmIXp.png



Connect the dots people!
A souls game made by capcom would certainly be interesting...

The glimpse of gameplay the trailer shows seems much more in tone to Dragon Dogma than Demon Souls, though.
 
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