Some of these effects are great and all, but I feel like Guerilla needs to capture the humanity of the characters. Make them look like real people and work on that aspect of it.
You can see the differences a lot better in the mesh. Way more detail in SF and those cloth pieces are probably going to move this time around.
Another interesting thing that I noticed from the slides - their CPU profiler has six bars. Could that mean that 6 cores are available for development with two being locked out for OS or whatever else?
Also, it just downed on me how it's kind of crazy that the game is already using so much memory. Just for sound it's using more than total amount of PS3s memory, and 4.5GB is probably more than any PC game I've seen. I think BF3 on Ultra is something like 3GB when you add up main+vram.
My number 1 anticipated "graphics" enhancement next gen: more moving cloths, and done more fluidly . I want capes, cloaks, coats, etc.
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What 15 FPS ? You would see "choppy flow" if that would be the case.
Also this is 2008 compute wasn't really hot back then and smoke calculations should be way better using compute.
Crysis 3 used 9 raymarched samples for screen space reflections, KZ4 does something well beyond that.
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I couldnt find any good test video, but here is the best i could
https://www.youtube.com/watch?v=9HOtv7J8ogQ
It still tanks fps and still looks choppy, also animation freeze every 10 seconds and seems like it resets. From the SDK on board, it seems that it crashes game with AI or 3rd view. Also it was used only in level in whole game. I dont have Stalker:CS so cant really test fps myself.
http://www.gsc-game.com/index.php?t...&thm_page=1&thm_id=5453&sec_id=18&offset=-120
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No, it does not. Its nothing beyond, its just a little modified technique.
If by slightly modified you mean adding support for BRDF and rough reflections with pre-convolution, hierarchial buffers for speed and a temporal reprojection for secondary bounces, sure.No, it does not. Its nothing beyond, its just a little modified technique.
Destiny looks like crap in gameplay though so far.
To be fair though it is a 2014 title and we haven`t seen much combat gameplay yet...
I want the whole game to look like this:
They've already outlined several major improvements they want to make visuallt and the game is a long way out. Saying it looks and runs worse than Crysis 3 is premature, especially considering that this is the equivalent of a low-mid range CPU and slightly more GPU power than a 7850.Now we have a game that will be out at the end of this year and run and look worse than Crysis 3.
It does not look worse than Crysis 3.you forgot blue screen, drivers conflict, wasd lolmao and I can go on. You pay (maybe) 400£ but games and accessories cost more
you can see partial ray tracing even on Crysis 2, date 2011. Nothing new here.
Now we have a game that will be out at the end of this year and run and look worse than Crysis 3.
I want the whole game to look like this:
The talk begins with a few basic facts - namely that Killzone: Shadow Fall is indeed a PlayStation 4 launch title, and that target - for the announcement demo, at least - is a "solid" 30 frames per second at native 1080p resolution. The studio also reveals that this is just one of two internal projects it is working on, the other described as an "unannounced new IP".
What follows is a complete breakdown of almost every technical facet of the demo, but what stood out to us was the lavish use of the GDDR5 memory in the PlayStation 4
That looks awesome.
Very Tron/Blade Runner-esque!
New link for new page for those that care: www.youtube.com/watch?v=tgZZ9ODW0rw
Very interesting article with what seems to be a break down of the slides.Eurogamer: Inside Killzone: Shadow Fall
There is mention that there's no MSAA "yet" but Guerrilla specifically mentions it is working with Sony's Advanced Technology Group (ATG) on a new form of anti-aliasing, tantalisingly dubbed "TMAA".
Shit...Next Gen MGS VR Missions.
Can't wait to see if they'll pull it off and what the results will be!! Exciting times ahead...
If by slightly modified you mean adding support for BRDF and rough reflections with pre-convolution, hierarchial buffers for speed and a temporal reprojection for secondary bounces, sure.
Some of these effects are great and all, but I feel like Guerilla needs to capture the humanity of the characters. Make them look like real people and work on that aspect of it.
Right, if those guys don't do it then it's impossible right? LOL When it comes to particle effects Capcom has been at the forefront for quite a while.I`m sorry but that Deep Down tech demo is pure bullshit.
Sure, it might be realtime but it`s a carefully made cutscene in that case in where the flame isn`t actually the work of realtime physics. I haven`t seen Crysis, Guerrilla Games, Dice or any of the top dogs create flames or dynamic fluids that realistic.
MT Framework sucks. Good joke.And then you compare those guys work with the laughable work from Capcoms best with Resident Evil 6 etc.
I believe it`s possible with PS4 specs but I`m expecting a considerable downgrade with the actual Deep Down.
Thanks for those profiler shots. That's pretty impressive triangle counts, holy crap. Still, you can tell that KZ here would be able to render at least twice as much as that one screen displayed, all with far more effects and far more complex lighting and shading.This demo runs on GTX 560 in 30fps in 720p win 100% GPU utilization, so on around 1.3TFflops GPU. For 60fps You need at least 2.6Tflops and probably more than 3TFlops for 1080p + some other physics, bluring, shadowing occluding etc. just for smoke.
So i were close with 4TFlops guess. It wont happen this gen.
Yep, but even 1m or 1.5m polys would be quite low when this gen was pushing 1m even 1.2m in some games and PC games can push around 3m in 60fps for a few years now.Thanks for those profiler shots. That's pretty impressive triangle counts, holy crap. Still, you can tell that KZ here would be able to render at least twice as much as that one screen displayed, all with far more effects and far more complex lighting and shading.
I don't think you are anywhere close with that guess to be honest. Not sure where you got that the demo I linked to runs like that on 560, but the youtube video comment say that it was captured on 8800 GTS (it's from 2009 after all) and it wasn't even using CUDA or anything, it was just 'plain' DX9 code, so it probably could be optimized far more nowadays. Another important thing to remember here is that something like this doesn't have to run at anything close to full resolution, as it's just smoke. Even quarter resolution would probably be enough. It really looks like that this effect can be accomplished with much less, and I fully expect to see it in more enclosed environments at least, like in those Stalker videos.
You can best see it here, every explosion is the same. I wonder if there somethign stopping them to mix 3-4 different "renders" of the explosion. Or to create few of them that are not "linear" [can achieve vastly different look by simply rotating explosion smoke].
However, it still looks "nextgen as fuck" as someone wrote here.
Actually, no. On the ps3, only cutscenes that were pre-rendered were the obvious ones (that look like a CG movie). All cutscenes that look like the in-engine graphics were rendered in real-time.
The 360 version on the other indeed did have prerendered videos for a lot of the cutscenes that looked like they were in-engine.
Yeah, that'd be cool. Unforunately, after playthrough special cheats/modes are a thing of the past really now. Barely any games had them this gen.
I want the whole game to look like this:
LOL I wanna know who said this.But the whole city is a skybox remember. No geometry....
Also, 3gb of video ram used. They have a lot more to get through. As they rightly claim, they've likely only scratched the surface.
Yeah but even naughty dog gave in to the current gen standards. Uncharted 3 had none of them whatsoever.
But the whole city is a skybox remember. No geometry....
Also, 3gb of video ram used. They have a lot more to get through. As they rightly claim, they've likely only scratched the surface.
Thats not how skyboxes work
You'd think GG would know by now that everyone wants a Helghast campaign. At least give us a selection of characters like in the first game.
You'd think GG would know by now that everyone wants a Helghast campaign. At least give us a selection of characters like in the first game.
CE doesn't use pre-convolution nor hierarchial buffer.You know that only temporal reprojection stuff is different to CE 3 technique? And we dont really know what it adds, i think its that 'shadow reflection' visible in few places on examples, but i'm not sure, in C3 You have SSDO for that.
Paper states that it's for stability and speed, also makes additional bounce possible. (might be reserved for some rare cases or scenes.)And we dont really know what it adds, i think its that 'shadow reflection' visible in few places on examples, but i'm not sure, in C3 You have SSDO for that.
We use temporal reprojection to improve the effect stability and speed,
Yep, but even 1m or 1.5m polys would be quite low when this gen was pushing 1m even 1.2m in some games and PC games can push around 3m in 60fps for a few years now.
About smoke demo, particles there dont look like full res (they're small so hard to tell really) and You can download it by Yourself here:
http://www.scene.org/file.php?file=/parties/2009/main09/demo/flt_blunderbuss.zip&fileinfo
Shooting ISA would be boring
Shooting ISA would be boring
Helghast campaign is a dumb idea. If the ISA were the ones you were shooting at the game would look far more generic. FPS thrive on having good enemies and the Helghast are iconic, you want to be looking at them as much as possible, which is going to happen most when they're in your sights.