Pimpwerx said:Probably different models. Cutscenes can use higher resolution textures with more geometry b/c there's less overhead in a cutscene. But also b/c those high resolution textures becoming a mess of swimming pixels due to the number of samples. So in-game models generally have less detail than in cutscenes. How it'll always be. PEACE.
You're comparison was really really skewed though assumingluca_29_bg said:but this happens not in all game right ? In a game like hs i can understand,many guys on screens,ok but in a game like,for example,survival horror (few guys on screen) with the power of ps3 we can't have same model for cutscene and in game ?
BamYouHaveAids said:You're comparison was really really skewed though assuming
this scene:
Is ingame (speaking of the large HD trailer version not gif) , it shows that the face is easily as detailed as the first face you posted. The second image has horrid dithering and compression artifacts.
Ryu1999 said:For the longest time, I thought that girl getting squirted WAS Britney from back in the day
Britney's sisterAranhaHunter said:She's not? Who's she and what is she getting squirted with?
BIG BUBBA said:Are there any platforming or puzzle elements to the game, or is it strictly running around and killing people? I'm not being facetious, I really want to know.
AltogetherAndrews said:So we have dudes going ga-ga over some chick stomping on some dude's nards, and now we have people going ga-ga over the same chick pumping up a bazooka. I don't know what conclusion could be drawn from all of this, but I'm fairly certain that it's nothing good.
Captain Glanton said:One thing I've been struck by, early in this new generation, is the growth in the quality gap between games. I think that the difference between, say, Heavenly Sword and Mass Effect on one end, and the standard-fare action and RPG games being finished up right now is much larger than it was between games of each respective stature in the last generation. I don't see why that gap won't just grow and grow over the next few years. That is, I suspect it'll be even harder to sell your medicore new-gen action game when it's sitting on the shelf next to Heavenly Sword than it was last gen sitting next to God of War.
On the one hand, this is great news for us gamers. On the other hand, it isn't such great news for publishers trying to sell their medicore games made with rapidly increasing budgets of their own.
BIG BUBBA said:Could someone answer me?
JB1981 said:That's what the Wii is for.
One common theme scattered across a number of the conferences at this year's Game Developer Conference is related to programming for the PlayStation 3. Be it the RSX, Cell or what have you, there are panels discussing nearly every facet of PS3-specific development. While most of what you'll find at these sessions are strictly for the advanced developer, delving into things like managing data stacks and how to properly use pointers, there is the occasional bit of info that proves interesting to those that still don't understand anything John Carmack ever says.
During a panel on optimizing SPU code, a couple members from Sony's World Wide Studios development group gave a couple quick demos to help visualize what the Cell's bits were handling. One of these demos included a never-before-seen look at Heavenly Sword, giving us an updated glimpse at the battlefield scenario that we first saw in the original E3 2005 trailer.
The demo opened up with Nariko standing outside the gates of a town, delivering a monologue. Desperation and despair coated her voice as she made mention that her mom had died during childbirth and that she should have died along with her. Regardless, she claims that she will not see her people tortured and killed and that she'll defend her city at all costs.
Across the battlefield, a swarm of soldiers approaches, a giant catapult-like weapon in tow. While still off in the distance, Nariko cocks her rocket launcher and fires off a handful of shots, each time taking out a small group of soldiers. With each shot, the camera quickly zoomed in to follow just above and behind the rocket, allowing the player to influence its direction, much like we saw that you can do with thrown barrels and other objects at this past year's E3.
Once the soldiers got too close, Nariko pulled out her swords and began slicing men to bits. Her swords seemed best-suited for taking out an individual soldier and not a group, so she quickly switched to her chained blades and began slashing through the crowd. Numerous times during the demo she grabbed a soldier and performed a cinematic and brutal kill, much like the groin-stomping finisher that you can see in the most recent footage.
A clock ticked down in the corner, which we believe counted the seconds to the city's destruction. As it crept closer and closer to zero, Nariko finally made her way to the massive weapon and scaled the object, slashing away and dismantling its various bits and pieces on the way up. As she progressed, button symbols appeared on the screen, making this section look exactly like what you'd find in many of God of War's boss battles. When she finally reached the top and landed the last blow, Nariko flipped off the machinery and landed in a crouched position on the earth just before the video faded out.
After the demo ended, the presenters nonchalantly proceeded to talk about how the SPUs divided the code that not only ran each soldier's AI, but Nariko's hair as well. Unfortunately, the rest of the presentation wasn't nearly as exciting as the trailer, so we'll leave it at that for now.
It's a static image, how can you tell that in the first place. You think they would overlook something like the water fall going backwards?:lolGreg said:Is it just me or is the waterfall flowing...upwards?
Yoboman said:It's a static image, how can you tell that in the first place. You think they would overlook something like the water fall going backwards?:lol
mckmas8808 said:NEW SCREENSHOT!!!!!!
She is ****ing gorgeous.
mckmas8808 said:NEW SCREENSHOT!!!!!!
She is ****ing gorgeous.
TTP said:I holyshitted. Looks almost CGI. What's that?
Had a chat with Tameem, and we've managed to get approval from Sony to release a screenshot to say a big 'Thank You' for your participation on the forums. So, without further a-do, here's an in-game screen grab of Nariko from one of our cutscenes (resized a little and with some blurring around the edges so it's perfect as a desktop wallpaper).
Im assuming most of you have seen the Cinematic Production teaser. The facial model and texturing you see is based on the actress and the expression is comprised of a series of blend-shapes driven by the mocap data. Each expression is tweaked by us so that we remain true to the original performance.
Lighting and depth of field is then applied to the scene and the results, I hope youll agree, look pretty nice. This particular example doesnt have the floor in place and weve made it into a 1280x1024 size image so that it can be used as a desktop wallpaper.
Ryu1999 said:Isn't she a little young to be having liver-spots?
DAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAMMMNNNNNN!!!!!!mckmas8808 said:NEW SCREENSHOT!!!!!!
She is ****ing gorgeous.
Yoboman said:Wow that looks amazing. Must be CG or something
huh? the devs said it's real-time cutscene.TheIkariWarrior said:prerendered CGI now, but will be done realtime in Heavenly Sword 2/3 for PS4
WHAT THE ****?????? IS THIS IN GAME???? CONFIRM. 0_0mckmas8808 said:NEW SCREENSHOT!!!!!!
She is ****ing gorgeous.
Bad_Boy said:huh?
Pug said:They are real time but from cut scenes.
nAo said:Cutscenes use in game engine, nothing more, nothing less.
you doubt the words of nao? THIS IS MADNESS.TheIkariWarrior said:that image cannot be realtime, not even realtime cutscene. i eat a broom if im wrong.
TheIkariWarrior said:that image cannot be realtime, not even realtime cutscene. i eat a broom if im wrong.
mckmas8808 said:That's Nostromo. That's his post at B3D. So yes it's 100% real.
http://www.beyond3d.com/forum/showpost.php?p=944445&postcount=150