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PS4: The Dark Sorcerer - Quantic Dream's full tech demo released

RoboPlato

I'd be in the dick
Its over half a million pixels less to render.
Sorry but that is quiet some performance boost you get by effectively cheating. A quarter less pixels to render compared to full 1080p games.

I agree but for things that have decided this far in advance, before final hardware, has even shipped it was clearly an artistic decision first. It just has the added benefit of clearing up other resources elsewhere.
 
So let me get this straight the PS4 has a good GPU but a not so great/Okay CPU?...

I thought the PS4 has Xbox One's GPU where the same? Could someone elaborate this please?
 

RoboPlato

I'd be in the dick
So let me get this straight the PS4 has a good GPU but a not so great/Okay CPU?...

I thought the PS4 has Xbox One's GPU where the same? Could someone elaborate this please?

CPUs are the same for PS4 and XBO, PS4's GPU is substantially more powerful. There is a chance that the PS4 may have less CPU resources dedicated to the OS than the XBO but nothing is certain yet.
 
CPUs are the same for PS4 and XBO, PS4's GPU is substantially more powerful. There is a chance that the PS4 may have less CPU resources dedicated to the OS than the XBO but nothing is certain yet.

Okay I see... yet even so.. like what Ubisoft said multiplatform games will not take the advantage of the PS4's extra power
 

RoboPlato

I'd be in the dick
Okay I see... yet even so.. like what Ubisoft said multiplatform games will not take the advantage of the PS4's extra power

They didn't say that. They said they would be, just not to it's full extent. Basically they can increase the quality of effects that are already built into the engine but they can't go all out and write a bunch of code specifically for PS4.
 
that was a pretty freaking cool tech demo can't believe its real time but some of the best footage i have seen in a tech demo and was pretty freaking funny.
 
I wish Quantic Dreams would just finally make a game NOT based around QTEs.

This type of thing could made into an awesome game for a lot of different genres.

RPG, Hack and Slash, Dungeon Defense, etc.
 

RoboPlato

I'd be in the dick
I wish Quantic Dreams would just finally make a game NOT based around QTEs.

This type of thing could made into an awesome game for a lot of different genres.

RPG, Hack and Slash, Dungeon Defense, etc.

Beyond evidently has very few QTEs and controls more traditionally than Heavy Rain. I actually like Heavy Rain's QTEs a lot. They weren't typical mash fests. The motions and buttons made sense and added a deeper layer of world interaction.
 
This is one possibility that could come to mind.But there's at least some other one.

-The demo ran in 1080p native resolution. Texture resolution was 1080p as well.
1080p less 20% up and down.And texture resolution is either 2k or 4k.Conservative.Witch would be a better bullet point than the wrong 1080p texture size (witch is not a number a texture artist would ever use).

-The framerate was not optimized at E3, and ran between 30 and 90 frames per second.
A little mouse i know told me this is BS. :)

-The demo used only 4 GB of the PS4′s 8 GB of RAM.
That's what the guy doing the presentation should have said to Hiphop gamer instead of saying "we're using half the power"...

-Each character takes a little less than one million polygons
Nobody would skin (setting up bones influences) that much polygons.Doesn't make any sense.
Try less than 100 000 (and multiply by 8 gobelins + one sorcerer and a deamon+shadow pass ,then you easily get pass the million).

-The vertex density of the 3D models is comparable to the CG used for film making.
Yeah ,the scanned data.

-Each character uses 40 different shaders.
meaningless without technical/practical context.

-The scene uses Volumetric Lightning, allowing individual beams of light to be displayed when the light shines through the environment.
...as dozens of other games.

-All particle effects are simulated in real time and emit light/create shadows.
(here i cringe silently... -to make it short.)

-Effects that would normally be applied in post production like Lens Flare, True 3D Depth of Field and Motion Blur are implemented in real time based on an accurate optical simulation.
Camera lens distortion and imperfections are also simulated.
Physics-based real time rendering is used for reflections and done by the rendering engine. When the lighting changes, the shaders don’t, but the reflection effect still changes dynamically based on lighting. This is a technique that was previously possible only for pre-rendered CG at this level of detail.

Mixed bag of false ,wrong or exagereted -mostly ignorant, mixing happilly apples and oranges- technobable to make it appear more impressive than it really is.

-To simulate the effect of wetness of the eye surface, the engine applies to it a mirrored image of the surrounding scene.
Yeah ,calling it a cubemap or a spheremap is sure less sexy...

-Each hair is drawn separately instead of being a texture applied to a polygonal model.
Daring claim, since it's obiously false.


The demo has been created by using the PS3 development pipeline used for Beyond: Two Souls, as PS4 development tools still weren’t available.

Oh, what happenend then, since we learned in a previous PR that Beyond was developped with toned done ps4 engine ?

All in all , i'm sure no developper actually fall for that list.It belongs to the PR business category ,even if it tries to look technical.
I'd call that techni-comical.

Nothing in this post inspires any confidence that you have any earthly idea what you're talking about. A bunch of vague, hollow claims mixed with a few choice technical keywords doesn't make you look smart.
 
The 12 minute video it's on psn now. 840MB.

Thanks for this; downloaded on my PS3 yesterday. Looks stunning!!

IMAG0591.jpg


IMAG0594.jpg


IMAG0596.jpg
 

Stillmatic

Member
-Each character takes a little less than one million polygons
Nobody would skin (setting up bones influences) that much polygons.Doesn't make any sense.
Try less than 100 000

Of course they wouldn't, but I'm curious to know why you'd think they'd need to. I'm pretty sure their riggers know fundamentals of rigging, like knowing how to copy weight maps, or drive the high poly mesh from their low poly versions.
 

nordique

Member
Wow, I have not been too impressed at all with next gen thus far, but this is very impressive I must admit


And the fact it is 1080p-realtime is extra-stellar

Hopefully whatever final game comes of this, it will be a good game.
 

i-Lo

Member
Facial detail GIF.

WARNING: It's HUGE, I do mean huge (1600px wide and 70.5MB) so let it load fully and be cached to your local storage. Might want to refresh if the servers don't stream fast enough.
 

-SD-

Banned
About 3 weeks to go until we see new stuff: http://schedule2013.gdceurope.com/session-id/825478

The Dark Sorcerer and Beyond: Shooting, Directing and Filming Virtual Actors

David Cage of Quantic Dream will cover the visual art techniques used to create his last tech demo, The Dark Sorcerer, and his next title, Beyond. This talk will include performance capture, cameras, lighting, tech, directing, and everything involved in capturing, directing and filming virtual actors for next-gen titles, demonstrating it with exclusive footage from The Dark Sorcerer.
 

JordanN

Banned
Some shaky cam footage from the GDC presentation. Hopefully Quantic Dream releases this in high quality later.

http://youtu.be/LdttakbSRdI?t=2m48s

-Dat real time
-Dat close-up detail
-Dat amount of polygons in wireframe
-Dat "this is the minimum quality you should expect on PS4"
I think Maurice (the green elf/imp thing) has low poly earings and studs. But the Sorcerer looked amazing in wireframe, especially when he started animating.
 

onQ123

Member
Video Interview.


Quantic Dream's Tech Demos And Mysterious PlayStation 4 Project

In between their games, Quantic Dream has made a habit of releasing ambitious tech demo videos. Starting with The Casting back in 2006, and continuing with Project Kara and The Dark Sorcerer at E3 2013, Quantic Dream uses these smaller projects to test out new equipment and flex their creative muscle. I spoke with David Cage about the history of these tech demos and what Sony gets out of the whole process, Cage also offers a few hints about their next full game for the PlayStation 4. To learn more about David Cage's approach to game design and Beyond: Two Souls, click here to watch our video interview.

Watch the video interview with David Cage below to learn more about how their tech demos were inspired by Pixar and what the studio has in mind for their first PlayStation 4 game.
 
This is best thing coming out of next gen... nothing comes even close... It is funny how Beyond2Souls looks better than most next gen titles. Come on quantic, I am waiting!
 
I have to cut myself off from all behind the scenes videos and the clips from interviews. Shit is getting way too spoiler-y. The interview was nice, though. I really like Cage.
 
Now that nextgen has begun and we have a general idea of what is possible and what is not possible on the PS4, do you guys think we can reach this level of ingame visual fidelity? I'm still damned impressed by this demo.
 

DieH@rd

Banned
QD focuses on adventure games, which enables them to push visuals like mad. They really made amazing things with Beyond, and their next PS4 project will surely look even better than this unoptimized demo.
 
It's a very limited demo, not a game. I imagine compromises will have to be made and I wonder how close an actual game can come.

To be honest, I haven't seen anything on nextgen consoles that remotely matches what they showed in this demo. It was actually mind blowing.
Have you played Beyond? After playing that I would expect any QD game on PS4 to look at least as good as this tech demo.
 
Now that nextgen has begun and we have a general idea of what is possible and what is not possible on the PS4, do you guys think we can reach this level of ingame visual fidelity? I'm still damned impressed by this demo.
Pretty sure we can. The Order already is pretty damn impressive and comes close. While thats a cinematic linear title, Infamous is nothing to scoff at either considering the small team size and genre. At the very least I expect Quantic Dream and Naughty Dog to match and probably beat The Sorcerer completely in the future. QD purposefully doesnt use all the available hardware power for their tech demos, so they have enough head room to match and exceed the graphics in an actual game. Kara got destroyed by Beyond in terms of tech and that was another one-room vs. some relatively open scenes scenario. Heavy Rain also looked a good deal better than The Casting. So you can expect that this is their minimum target on PS4. And considering they always bested their tech demos in the past I doubt they would start bullshitting now. They have some highly skilled people working there, some even coming from big animation studios.

We are in for a great generation when it comes to graphics at least.


despite the pretty graphics, is this going to have gameplay similar to heavy rain and two souls?
We don't know. Rumour says it's sci-fi and maybe open world like their first game Omikron. Besides that we know nothing. But it probably will build on the foundation of Heavy Rain and Beyond, since that has proven successful twice now.
 

R_Deckard

Member
This is one possibility that could come to mind.But there's at least some other one.

-The demo ran in 1080p native resolution. Texture resolution was 1080p as well.
1080p less 20% up and down.And texture resolution is either 2k or 4k.Conservative.Witch would be a better bullet point than the wrong 1080p texture size (witch is not a number a texture artist would ever use).

-The framerate was not optimized at E3, and ran between 30 and 90 frames per second.
A little mouse i know told me this is BS. :)

-The demo used only 4 GB of the PS4′s 8 GB of RAM.
That's what the guy doing the presentation should have said to Hiphop gamer instead of saying "we're using half the power"...

-Each character takes a little less than one million polygons
Nobody would skin (setting up bones influences) that much polygons.Doesn't make any sense.
Try less than 100 000 (and multiply by 8 gobelins + one sorcerer and a deamon+shadow pass ,then you easily get pass the million).

-The vertex density of the 3D models is comparable to the CG used for film making.
Yeah ,the scanned data.

-Each character uses 40 different shaders.
meaningless without technical/practical context.

-The scene uses Volumetric Lightning, allowing individual beams of light to be displayed when the light shines through the environment.
...as dozens of other games.

-All particle effects are simulated in real time and emit light/create shadows.
(here i cringe silently... -to make it short.)

-Effects that would normally be applied in post production like Lens Flare, True 3D Depth of Field and Motion Blur are implemented in real time based on an accurate optical simulation.
Camera lens distortion and imperfections are also simulated.
Physics-based real time rendering is used for reflections and done by the rendering engine. When the lighting changes, the shaders don’t, but the reflection effect still changes dynamically based on lighting. This is a technique that was previously possible only for pre-rendered CG at this level of detail.

Mixed bag of false ,wrong or exagereted -mostly ignorant, mixing happilly apples and oranges- technobable to make it appear more impressive than it really is.

-To simulate the effect of wetness of the eye surface, the engine applies to it a mirrored image of the surrounding scene.
Yeah ,calling it a cubemap or a spheremap is sure less sexy...

-Each hair is drawn separately instead of being a texture applied to a polygonal model.
Daring claim, since it's obiously false.


The demo has been created by using the PS3 development pipeline used for Beyond: Two Souls, as PS4 development tools still weren’t available.

Oh, what happenend then, since we learned in a previous PR that Beyond was developped with toned done ps4 engine ?

All in all , i'm sure no developper actually fall for that list.It belongs to the PR business category ,even if it tries to look technical.
I'd call that techni-comical.

Wow this guy!!! I missed this post..so much....

ImageGen.ashx


Now that nextgen has begun and we have a general idea of what is possible and what is not possible on the PS4, do you guys think we can reach this level of ingame visual fidelity? I'm still damned impressed by this demo.

This was in real time, I think the order and uncharted will surpass this and we may see a gen that has only real time cinematics, which fir me is a huge plus, and we will have in game models that look near identical ( from within live play scope) I am actuall excited to see QD first PS4 game!!
 

Shin-Ra

Junior Member
I think they'll improve on stuff like his scalp hair and at times his fingers looked a bit stiff if I remember correctly.

Environment art quality usually varies more in full length games. One of the impressive things about inFAMOUS for me was how consistent the texture quality was.
 
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