Fried Food
Banned
aw yiss gimme all those graphics techniques!
Thanks.Read the second PDF, it has the speakers notes which fills in a lot of the detail.
Hey, it's Dylan here from Q,
Thanks for checking out James' presentation, he put a lot of work into that to try and help people understand what is going on with our engine!
The game has freely deform-able geometry which is why right at the start we decided we couldn't go with the more standard graphics pipelines that need a lot of pre-baked information. However, we *did* want the very nice lighting that those pre-baked systems can give (like the lighting you are seeing in the Silicon Studios demo released this week).
When you guys see this game actually *running* in 1080p on your tvs with the lighting all simply *working* you are going to love it; dig into a mountain and the light spills around correctly, and the shadowing from things cast in all directions natually and realistically. It /almost/ looks like a Pixar movie at times and is the closest to that "rendered" ideal I've seen so far in an actual game (not a tech demo). Although I do have high hopes for Uncharted on the PS4!
:bows:Hey, it's Dylan here from Q,
Thanks for checking out James' presentation, he put a lot of work into that to try and help people understand what is going on with our engine!
The game has freely deform-able geometry which is why right at the start we decided we couldn't go with the more standard graphics pipelines that need a lot of pre-baked information. However, we *did* want the very nice lighting that those pre-baked systems can give (like the lighting you are seeing in the Silicon Studios demo released this week).
When you guys see this game actually *running* in 1080p on your tvs with the lighting all simply *working* you are going to love it; dig into a mountain and the light spills around correctly, and the shadowing from things cast in all directions natually and realistically. It /almost/ looks like a Pixar movie at times and is the closest to that "rendered" ideal I've seen so far in an actual game (not a tech demo). Although I do have high hopes for Uncharted on the PS4!
Hey, it's Dylan here from Q,
Thanks for checking out James' presentation, he put a lot of work into that to try and help people understand what is going on with our engine!
The game has freely deform-able geometry which is why right at the start we decided we couldn't go with the more standard graphics pipelines that need a lot of pre-baked information. However, we *did* want the very nice lighting that those pre-baked systems can give (like the lighting you are seeing in the Silicon Studios demo released this week).
When you guys see this game actually *running* in 1080p on your tvs with the lighting all simply *working* you are going to love it; dig into a mountain and the light spills around correctly, and the shadowing from things cast in all directions natually and realistically. It /almost/ looks like a Pixar movie at times and is the closest to that "rendered" ideal I've seen so far in an actual game (not a tech demo). Although I do have high hopes for Uncharted on the PS4!
Hey, it's Dylan here from Q,
Thanks for checking out James' presentation, he put a lot of work into that to try and help people understand what is going on with our engine!
The game has freely deform-able geometry which is why right at the start we decided we couldn't go with the more standard graphics pipelines that need a lot of pre-baked information. However, we *did* want the very nice lighting that those pre-baked systems can give (like the lighting you are seeing in the Silicon Studios demo released this week).
When you guys see this game actually *running* in 1080p on your tvs with the lighting all simply *working* you are going to love it; dig into a mountain and the light spills around correctly, and the shadowing from things cast in all directions natually and realistically. It /almost/ looks like a Pixar movie at times and is the closest to that "rendered" ideal I've seen so far in an actual game (not a tech demo). Although I do have high hopes for Uncharted on the PS4!
The game looks phenomenal so much that its hard to believe its playable.
Release information and types of release etc., are entirely up to Sony. Although, because this game is only online, an online-only release does make sense.
Thanks, this is the kind of comment I like to see because I am amazed daily by how it looks. The latest builds actually look a lot better than the footage in those videos now too because we're constantly tweaking and tuning.
The game is a bit of a crazy sandbox experience, we don't force you to do anything really and you can decide either collectively/collaboratively or egotistically to do whatever you want. You could just set up a picnic up in the hills if you like. (of course if everyone does that your beautiful vista might eventually become marred by the sight of the burning town in the distance, but hey, someone will do the work right?)
Release information and types of release etc., are entirely up to Sony. Although, because this game is only online, an online-only release does make sense.
Thanks, this is the kind of comment I like to see because I am amazed daily by how it looks. The latest builds actually look a lot better than the footage in those videos now too because we're constantly tweaking and tuning.
The game is a bit of a crazy sandbox experience, we don't force you to do anything really and you can decide either collectively/collaboratively or egotistically to do whatever you want. You could just set up a picnic up in the hills if you like. (of course if everyone does that your beautiful vista might eventually become marred by the sight of the burning town in the distance, but hey, someone will do the work right?)
Release information and types of release etc., are entirely up to Sony. Although, because this game is only online, an online-only release does make sense.
Thanks, this is the kind of comment I like to see because I am amazed daily by how it looks. The latest builds actually look a lot better than the footage in those videos now too because we're constantly tweaking and tuning.
The game is a bit of a crazy sandbox experience, we don't force you to do anything really and you can decide either collectively/collaboratively or egotistically to do whatever you want. You could just set up a picnic up in the hills if you like. (of course if everyone does that your beautiful vista might eventually become marred by the sight of the burning town in the distance, but hey, someone will do the work right?)
Release information and types of release etc., are entirely up to Sony. Although, because this game is only online, an online-only release does make sense.
Thanks, this is the kind of comment I like to see because I am amazed daily by how it looks. The latest builds actually look a lot better than the footage in those videos now too because we're constantly tweaking and tuning.
The game is a bit of a crazy sandbox experience, we don't force you to do anything really and you can decide either collectively/collaboratively or egotistically to do whatever you want. You could just set up a picnic up in the hills if you like. (of course if everyone does that your beautiful vista might eventually become marred by the sight of the burning town in the distance, but hey, someone will do the work right?)
Though not explicit, it's worth observing that it basically made the compute work 'free' relative to the original frame - it disappeared completely into the cracks around graphics work during the frame.
More speculatively, the remaining 'gaps' and spaces in the graphics pipeline - from a relative lay person's perspective - makes one wonder how much more they could stuff in there
I'm not sure where the rumour about changing the name came from? Someone on neogaf jumping to conclusions?
The name of the game is "The Tomorrow Children" and it ain't gonna change!
The alpha test will be a restricted sub-section of the game, primarily for stabilising our main synchronising systems and getting feedback on those. It's still a ton of fun but some of the world's rules will be slightly different in order to test stuff more efficiently - gravity is still down though.
Not quite... these are grabs from a Sony tool. Blue is compute, orange is pixel, green is vertex.
The most interesting thing is how much compute they have vs how simple their scenes are. Which to me implies that the technique is not applicable to most games.
That's not really a criticism. The miniaturized aesthetic of this game is one of its most interesting parts, and the tech and aesthetic complement one another beautifully.
Edit: Also low occupancy in some passes means they may have quite a bit of room for further optimization.
Not quite... these are grabs from a Sony tool. Blue is compute, orange is pixel, green is vertex.
The most interesting thing is how much compute they have vs how simple their scenes are. Which to me implies that the technique is not applicable to most games.
That's not really a criticism. The miniaturized aesthetic of this game is one of its most interesting parts, and the tech and aesthetic complement one another beautifully.
Edit: Also low occupancy in some passes means they may have quite a bit of room for further optimization.
A closer look at that frame comparison, with and without async compute:
Though not explicit, it's worth observing that it basically made the compute work 'free' relative to the original frame - it disappeared completely into the cracks around graphics work during the frame.
More speculatively, the remaining 'gaps' and spaces in the graphics pipeline - from a relative lay person's perspective - makes one wonder how much more they could stuff in there
Practical performance considerations for most part - just skimming through the paper you'd be looking at wildly inconsistent results outside of consoles, and only the two consoles capable of running it in a meaningful way.Callibretto said:why would multiplat be a problem?
A closer look at that frame comparison, with and without async compute:
Though not explicit, it's worth observing that it basically made the compute work 'free' relative to the original frame - it disappeared completely into the cracks around graphics work during the frame.
More speculatively, the remaining 'gaps' and spaces in the graphics pipeline - from a relative lay person's perspective - makes one wonder how much more they could stuff in there
edit - as pointed out by wonderdung below, it's actually the inverse ... the pixel/vertex shader work is 'disappearing' into the gaps around the compute work!
A closer look at that frame comparison, with and without async compute:
Though not explicit, it's worth observing that it basically made the compute work 'free' relative to the original frame - it disappeared completely into the cracks around graphics work during the frame.
More speculatively, the remaining 'gaps' and spaces in the graphics pipeline - from a relative lay person's perspective - makes one wonder how much more they could stuff in there
edit - as pointed out by wonderdung below, it's actually the inverse ... the pixel/vertex shader work is 'disappearing' into the gaps around the compute work!
Long story short the ACE's just made the PS4 1.84 TFLOP GPU render like a 2.3 TFLOP GPU & there is still some empty spaces left to fill in to get even more out of it.
Long story short the ACE's just made the PS4 1.84 TFLOP GPU render like a 2.3 TFLOP GPU & there is still some empty spaces left to fill in to get even more out of it.
That's just words however. If every other system packing a GPU does not use theirs equally well one might just as well say the PS4 is 'punching above its weight'.This isnt "punching above its weight," but rather the GPU taking advantage of its 1.84 TFs better.
Is this a third person action game? Almost looks like one of those army men games.
Well we're coming up to one year post launch and Based Cerny dud say it'll take a couple of years for devs to really get the hang of asynchronous compute...and by god, if these results are anything to go by we're in for some remarkable visuals & art the gen.
This game, along with Wild and a couple of others, were what gave me a PS2-era vibe - really diverse, innovative & experimental titles.
I was about writing something along these lines too.
This game, as some have already written, with Wild, are, for me, the titles to follow very closely.
But, beyond the catchy graphic, going deep into the explanation of the vision of this game, it becomes even more exciting.
Dare gamemakers!