JordanN
Banned
Can I see your portfolio?Not like that. Marius from Ryse arguably looks better. But what do I know. Its not like I'm a 3D artist or anything - oh wait.
Can I see your portfolio?Not like that. Marius from Ryse arguably looks better. But what do I know. Its not like I'm a 3D artist or anything - oh wait.
Not like that. Marius from Ryse arguably looks better. But what do I know. Its not like I'm a 3D artist or anything - oh wait.
Unsurprisingly, PS4 CPU is the main constraint until they start using the GPU for compute in future.
Speaking about modeling.The actual modelling or the whole package including texturing? Because if you are simply arguing the modelling, then argue away.
Unsurprisingly, PS4 CPU is the main constraint until they start using the GPU for compute in future.
Not like that. Marius from Ryse arguably looks better. But what do I know. Its not like I'm a 3D artist or anything - oh wait.
If we're talking in-game models, I don't see what you're seeing. Do you have any examples for Ryse?
Bayonetta 2 has 190k ?! Is that real because i heard a rumor.
Ninja Gaiden 3 RE (ayane) 122,883K ..
Yeah, no. There aren't destructive environments. You can't even tip a chair over. Let's not get goofy here.
Thanks for that, here's a comparison from the few gameplay pics in that thread, and some decent one's I've found elsewhere. Nothing has been down-scaled, all are native 1080p screens, and all are player controlled.
If anyone wants me to post the full res version of any screen, just ask!
Next to none jaggies in the inFamous shotsThanks for that, here's a comparison from the few gameplay pics in that thread, and some decent one's I've found elsewhere. Nothing has been down-scaled, all are native 1080p screens, and all are player controlled.
If anyone wants me to post the full res version of any screen, just ask!
They said "over 100,000". (including guns)
Pretty sure that means between 100k-110k, otherwise they'd say >110k, >120k, >130k etc., no?
The slide mentioned no LOD for the character. It did mention various LODs for all the NPC in the city. I guess the main characters are all real-time - and they do look good - while LOD is only used for the NPCs.Probably the incinematic lod that is used is 120k, but they probably swap it with I'd say 60k model ingame. His facial rig is really limited ingame so the tri count wouldn't need to be so substanial. The faces were definitly really dense in the cinematics however.
ISS cut-scene are all real time so there's no question about 120k ingame or cutscene because it's the same
It shows.
The wrinkles on Betty's face gave me a semi.
The reason to mention cutscenes distinctly from ingame is because in game has to do a lot more work than what a cutscene requires especially if we are talking multiplayer. It's not 1to1 but it's not cg either. I still respect things done in real time regardless but the distinction should and needs to be made in certain discussions.
The pic from beyond3d couple pages ago states 131xxx polygons with weapons. It is highlighted in the first screenshot.
it's like asking if during replay a car gets more poly than ingame for a gran turismo game
I think after the mistake was cleared up the Sorcerer in QD's tech demo was about 100k polys (and not 1 million). It probably wins the comparison because of textures though. Sorcerer uses a much bigger amount of memory than Delsin in that regard.Kindly point me to what a 120k character looks like then.
There are some good techniques out there. Self-shadows on the characters in Beyond was impressive for ps3.How good are the self shadows on delsin. Is that some form of ambient occlusion they're using? Usually the self shading in most games including next gen look terrible and rough but not in SS for some reason.
Next to none jaggies in the inFamous shots
I do see them in the Ryse one.
I didn't really think much of the Character's in infamous, beyond Delsin all of their faces were awful and when they raised their arms it looked like they had wingsuits on. Even the main villain was awful and looked like she had a facial from the same Spa that Captain Shepherd used.
Beyond's were fantastic even without as many polygons
Second shot looks creepy, same with your latest Delsin shot (weird/too perfect looking teeth). Definetly needs a WebM.Ryse has very impressive character models with fantastic facial animations, but I:SS really blew me away...
Screens really don't do these moments justice, the facial animations are off the goddamn charts. Wish I had captured the footage so I could knock out some webms.
Funny enough Ryse uses the same or a more advanced solution than that. I assume resolution hurts it.Suker Punch (Sony ICE team?) SMAA t2x is that good....
Was it? Actually I do remember them to be pretty sharp as well. Beyond probably has a little bit less baking though considering time of day dynamically changes in more than one chapter. But yeah shadows in Heavy Rain were one of its strenghts. Tearing, static looking lighting and poor textures in a lot of places were about the only things dragging it down when it was released (now character models and animation are probably its biggest aging problem). Fortunately Beyond fixed most of these issues. They sure stepped their game up considering Heavy Rain was only decent looking right after Uncharted 2.Even in Heavy Rain general shadowing quality was excellent.
Apparently this is what the count are for various David Cage games:
Uses a quarter of the polys yet Ellen's face looks better than Delsin's [in both ways..]... testament to Beyond, I guess.
Yeah, I don't get why people are so impressed with I:SS.
Yes, the characters faces occasionally animate well but, other than Delsin, the low resolution texture work really, REALLY hurts the overall look.
I won't deny that I:SS is a great looking game, especially as it's open world, but the characters just aren't that consistent visually.
Yeah for 120k polys the amount of texture memory dedicated to those characters seems pretty low. Wouldn't surprise me if Beyond used more actually lol Shaders play a part as well obviously as does the modelling of some specifics such as teeth. Infamous looks too flawless in that regard. But Quantic Dream spends a lot of time getting the characters right, for an open world game infamous sure looks pretty damn good. I'm sure SP learned some lessons from this, probably the first time they actually tried to put some real effort into their characters.Uses a quarter of the polys yet Ellen's face looks better than Delsin's [in both ways..]... testament to Beyond, I guess.
Ah my bad, thanks.They used compute. It's in the .pdf.
They do plan on using it more in the future.
Thanks for that, here's a comparison from the few gameplay pics in that thread, and some decent one's I've found elsewhere. Nothing has been down-scaled, all are native 1080p screens, and all are player controlled.
If anyone wants me to post the full res version of any screen, just ask!
By contrast, Bethesda stopped development of Fallout 3 a few months prior to its release in 2008 so they could release a tiny indie game called Skyrim in 2011. Bethesda, by the way, had only roughly 20 or so more people on their team for Skyrim than Sucker Punch does now.
I think after the mistake was cleared up the Sorcerer in QD's tech demo was about 100k polys (and not 1 million). It probably wins the comparison because of textures though. Sorcerer uses a much bigger amount of memory than Delsin in that regard.
There are some good techniques out there. Self-shadows on the characters in Beyond was impressive for ps3.
Cause for a launch window console game this is a good taste of things to come. Rather I will find it sad if devs can't top this game in about 2-4 years.
Ah, okay. Didn't know that. So all those add up to the 120k total?
That was more of a PR mishap, i am sure.source? i remember david cage saying that each character was pushing just below 1 mil polygons.
Ah my bad, thanks.
Hopefully with more GPU compute, CPU won't be a problem down the road.
Second shot looks creepy, same with your latest Delsin shot (weird/too perfect looking teeth). Definetly needs a WebM.
forgot the polygons, the IQ in ryse is just laughable in comparison.
Yeah there was a discrepancy in reporting there. Cage mentioned 1 million (in text only where a typo can easily happen), but in a presentation at E3 a gaffer and some journos heard 100k for the Sorcerer/Demon and 80k for the Goblin. I don't doubt QD's technical talent at all, but 1 million sounds like a little bit too much. 100k would represent an increase by the factor 3, which sounds reasonable given the power difference. 1 million would be an improvement by the factor 33, which sounds a bit excessive. Looking at the chart and the difference between the tech demo Kara and the game Beyond (50% increase in polys) I would expect their next game to push 150k polys for the main characters, which sounds like a number that makes sense to me and is still fairly impressive.source? i remember david cage saying that each character was pushing just below 1 mil polygons.
and feel as though last gen games have already beaten it to the punch.
Yeah, I think I'll capture lots of footage during my next play-through. Silly of me for not thinking to do it during my first play-through.
It's not so bad...
http://a.pomf.se/hgutpz.webm