Pfft! This one is by far the best ever. "Your ancestors are WEEPING!" :lolDestinRL said:You know, this actually gets me excited for Red Steel 2. Anyone remember all those old ridiculous Red Steel commercials?
My personal Favorite...
Pfft! This one is by far the best ever. "Your ancestors are WEEPING!" :lolDestinRL said:You know, this actually gets me excited for Red Steel 2. Anyone remember all those old ridiculous Red Steel commercials?
My personal Favorite...
doomed1 said:Pfft! This one is by far the best ever. "Your ancestors are WEEPING!" :lol
aeolist said:I don't think the Wii could manage the motion blur either.
Or maybe it could but Ubisoft isn't the company that would manage it.
DestinRL said:You know, this actually gets me excited for Red Steel 2. Anyone remember all those old ridiculous Red Steel commercials?
My personal Favorite...
Nuclear Muffin said:House of the Dead Overkill had that motion blur...
Mejilan said:Classy as fuck, but I'm betting that Ubisoft drops the ball again with the actual game.
abstract alien said:Wait...isnt this going to run at 60fps?
Cool, hopefully its a requirement. I cant imagine how motion control on this level would work in a sub-60fps environment. Well, it work i guess...but it seems like it would be the equivalent of a fighting game running at 30fps.Jaagen said:According to Nintendo Power, yes.
EatChildren said:Certainly bullshit in regards to the animation, lack of HUD, and 720p rendering. Otherwise I don't really see it as impossible to do on the Wii.
Just look at it again. Poly counts are really very quite low (check out the character's arms), cel-shading isn't particularly mind blowing, and the original Red Steel had depth of field whenever swords clashed.
Seems like the ingame engine to me, just rendered in a higher, crisper resolution.
gamingeek said:Yeah I agree. I thought I was cynical but jesus, I didn't expect all the reactions here.
Jaagen said:Excite bots/truck too. A lot of Wii games have it.
rezuth said:By the looks of it I'm guessing its a premade CGI video done using game assests.
kinggroin said:No it doesn't, and no they don't.
House of the Dead Overkill is a very unique case. Still not sure how they managed to pull off the effect (coupled with incredible DoF) with the Wii's limited horsepower.
Jaagen said:Then what do you call the blur effect in Excitebots? Because it's not texture stretching, like some of shovelware games like to use.
kinggroin said:No it doesn't, and no they don't.
House of the Dead Overkill is a very unique case. Still not sure how they managed to pull off the effect (coupled with incredible DoF) with the Wii's limited horsepower.
Probably because they used goddam blob shadows and low-poly character models throughout the whole game.kinggroin said:No it doesn't, and no they don't.
House of the Dead Overkill is a very unique case. Still not sure how they managed to pull off the effect (coupled with incredible DoF) with the Wii's limited horsepower.
Exactly.Apenheul said:I haven't tried it myself but you could do it per-vertex and with the help of some TEV trickery it'll look like per-pixel motion blur. If Red Steel 2 uses matrix palette skinning, which I believe most Wii games do, you can use the very same transformation matrices to calculate texturecoordinate-offset vector on the CPU. Now say the game uses 4 to 6 TEV stages at the moment (the outlines look painted on the textures to me, so that justs leaves an ambient color stage, diffuse texture stage, DOT3 light stage with lookup for cell shading and maybe something else) you can still waste at least 8 stages on motion blur on the GPU, which essentially offsets the texturecoords with the transformed vectors from the matrix palette of the animation system, uses the new texturecoords for a lookup in the diffuse texture, and alpha-blends the new pixel with the old one (for each TEV stage).
rezuth said:By the looks of it I'm guessing its a premade CGI video done using game assests.
:lolHaunted said:Exactly.
no, it makes perfect sense. it has been done before with other trailers and even in-game. i believe games i've been involved with have done it for cutscenes.Zoramon089 said:. . .
Anyone confused by this statement?
Zoramon089 said:. . .
Anyone confused by this statement?
scitek said:Could they include the motion blur and have it run at 60fps, though? HotD: Overkill paid the price with a really unstable framerate a lot of the time. Also, the date at the beginning of this trailer says 2/13/09, so the trailer is three months old. That might explain the different gun and whatnot.
:lol :lol :lolHaunted said:Exactly.
scitek said:Could they include the motion blur and have it run at 60fps, though? HotD: Overkill paid the price with a really unstable framerate a lot of the time. Also, the date at the beginning of this trailer says 2/13/09, so the trailer is three months old. That might explain the different gun and whatnot.
Maxrpg said:Scrow's on the train, YEAHOO!!!!!!!!!
Apenheul said:I don't think the framerate of HotD: Overkill had anything to do with the graphics. Motion-blur is always on (or at least as I see it, you don't switch it on as an effect, it's more like postprocessing), you just don't see it when objects move slowly, thus its performance is very consistent. My guess with HotD is that the streaming of textures and lightmaps causes the hiccups. Either that or it's the memory management for the particlesystems, maybe they used the MEM1 Heap EXT "something" functions (forgot the name, it's been a couple of years) to allocate / deallocate memory on the fly, which are often fast but sometimes really slow.
Just speculation of course.. I don't know how Headstrong games implemented things.
Apenheul said:I don't think the framerate of HotD: Overkill had anything to do with the graphics. Motion-blur is always on (or at least as I see it, you don't switch it on as an effect, it's more like postprocessing), you just don't see it when objects move slowly, thus its performance is very consistent. My guess with HotD is that the streaming of textures and lightmaps causes the hiccups. Either that or it's the memory management for the particlesystems, maybe they used the MEM1 Heap EXT "something" functions (forgot the name, it's been a couple of years) to allocate / deallocate memory on the fly, which are often fast but sometimes really slow.
Just speculation of course.. I don't know how Headstrong games implemented things.
was there any doubt about that? maybe my wii drive is noisier than the average drive, but i've always been able to tell when the drive reads.Cosmonaut X said:Given that the framerate issues with HotD:Overkill seem to be resolved when dumped to solid-state memory using homebrew apps and run from there, I'd guess the problem is to do with streaming. IIRC, most of the noticeable framedrops came in between waves of zombies (“Mutants!” as the camera moved to the next sequence, rather than during the action.
markatisu said:Will wait for some actual hands-on but it would not surprise me to see graphics close to this quality.
Nobody has really stepped up and come close to even Factor 5 GC launch quality (except Nintendo) but yet its apparently impossible to GAF to make anything good looking on Wii
Ubisoft has also gotten their shit together, a lot of GAF ignored Shaun White Snowboarding and RRTV last winter but they both used cel shading for their graphics and were excellent.
If RS2 looks close to that trailer it won't surprise me at all.
Also anyone arguing that nobody could have incorporated M+ this fast does not read any inteviews apparently. EA and SEGA have said they have no real problems incorporating the controls and I doubt Grand Slam Tennis was in development for 2 years. High Voltage said practically the same thing and decided against M+ because they don't have any melee weapons in Conduit.
The only they "problem" (if you want to call it a problem) was the device was too sensitive, I hardly think any developer would complain about that since Nintendo has been helping every M+ developer when a problem arises.
like he said earlier, it depends on the type of motion blur applied. per-pixel is actually the most realistic as it is how motion blur happens in real life (every individual aspect of something is blurred between frames taking into account all depth of field, lighting, etc). There are plenty of ways to cheat motion blur to varying degrees of success.. but the "real" one is very expensive in terms of power. well, relatively..KevinCow said:What's the big deal with motion blur? I mean I don't claim to be an expert on programming or anything, but it doesn't seem like it should be a very processor intensive thing to do. I've been able to make a basic motion blur type thing work in some of my games by just taking the last frame, slapping it over the current frame, and making it translucent.
Door2Dawn said:Red Steel 2 PS3 exclusive confirmed
Bluemercury said:You worked on Gamecube?
blu said:@Apenheul:
just curious, how do you do a dot3 in a single TEV stage?
markatisu said:Also anyone arguing that nobody could have incorporated M+ this fast does not read any inteviews apparently. EA and SEGA have said they have no real problems incorporating the controls and I doubt Grand Slam Tennis was in development for 2 years. High Voltage said practically the same thing and decided against M+ because they don't have any melee weapons in Conduit.
The only they "problem" (if you want to call it a problem) was the device was too sensitive, I hardly think any developer would complain about that since Nintendo has been helping every M+ developer when a problem arises.