To me, Knack looks more interesting
COME AT ME BRO
Way more interesting. If I get a PS4, it's for Knack and The Witness.
I will enjoy spectating KZ:SF though.
To me, Knack looks more interesting
COME AT ME BRO
To me, Knack looks more interesting
COME AT ME BRO
To me, Knack looks more interesting
COME AT ME BRO
Infamous for me. But I'm also getting Killzone on launch day as well.
Nothing really wrong with that statement. Knack just might be that sleeper hit everyone discovers a few months after the launch buzz dies down..
Killzone looks awesome, but knack has some lovely Kameo vibes going for it.
Rumored 7GB for games and 7 cores. The SF demo was using 4.5GB of mixed RAM types, not all GDDR5, and six cores.
I read it was using 2GB
I think SF, DC, and Knack will all be day 1 and SS will be either a month later, depending on launch date, or early 2014. The first three are different enough genres to round out the launch line up whereas they can wait a bit for SS with ACIV and Watch_Dogs coming.One thing is for certain; I certainly hope Knack and Shadow Fall come out on launch day. Drive Club and Second Son should be held off for early 2014 launches since the cannibalization potential is very high.
Whilst I think Killzone will end up being 30fps at launch, the demo from 3 months back being 30fps doesn't disprove this.well, not by sony, it's by one of the indie dev who's in talks with Sony, he said Sony are pushing for 1080p60fps for ps4 games. there's a thread about it although many people basically mocked Sony for not doing it themselves with Shadowfall, Driveclub etc.
I read it was using 2GB
in console gaming? prove it
take any "top100 videogames in history" list and tell how many are 60fps on console.
every killzone-butthurt troll finds its way into the killzone threads to say something no-one cares. the killzone gifs hurt alot it seems
Historically we don't use raytracing. It wasn't until Cars that we actually supported raytracing (and even then it was a haphazard and mostly broken support). We really only used it for highly reflective smooth curved surfaces that absolutely needed to be truly reflected and not faked. We fake almost everything - mirrors, wet surfaces, eyes, shiny props like belt buckles/spoons/swords/etc. We obviously can't get away with that on Lightning McQueen - so we would cache out the scene into a brickmap (essentially a kd-tree with shading attached to the voxels) and fire rays against that (so even then....we aren't doing traditional raytracing). For shadows - we would sometimes use raytracing when we needed particularly awesome looking contact shadows. The same shadow would ramp off to using a shadowmap to help lower the expense.
So our Director of Photography went to a studio that is so clearly raytracing averse and essentially said "We're raytracing everything. True reflection and refraction in the eyes reflecting actual SCENE GEOMETRY and not a brickmap. Yep - we're refracting through the cornea onto the sclera and iris. Oh and all your shadows are raytraced now - no more shadowmaps. Nope. None. Yes I know you like them but no. And global illumination! We're doing that now. By default. Everywhere. Oh and I almost forgot - all reflective surfaces will do real true reflection....and deciding what's reflective will be a shading decision instead of a lighting one. Yes you heard me right. Now get to work" It was extremely controversial, but it made a huge impact and really was one of the true success stories of the film. And now I'm working on that.
Why do they still need the breathing masks?
Why do they still need the breathing masks?
That shot looks very close to their target goal from the lighting presentation. It's highly likely that it is in engine.
Why do they still use riflemen in the future? Don't worry about it Violater.Why do they still need the breathing masks?
The target was for lighting specifically and it was just a still image but, yeah, it looked better than the demo.they have a target goal? So the final game will look even better?
I just posted in this on the OT side, but I feel it has extraordinary relevance here, given the implications.
Pixar is using proper raytracing for the first time in Monster's University:
http://thisanimatedlife.blogspot.ch/2013/05/pixars-chris-horne-sheds-new-light-on.html
What that means is that up until now, even Pixar was using hacks to draw lighting. At the link, Chris Horne explains that the earlier attempts seen in Cars were " haphazard and mostly broken support."
This bit here reminds me of exactly what Killzone: SF is doing: "We fake almost everything - mirrors, wet surfaces, eyes, shiny props like belt buckles/spoons/swords/etc."
So the fact that Killzone: SF is even touching raytracing, to the extent that it can, is quite profound. Granted, it's not the realized implementation we'll see in MU, but I don't think CG animation and games have ever been this close in sharing technology.
I'm a total novice in my understanding of all of this, but that's my read anyway.
The target was for lighting specifically and it was just a still image but, yeah, it looked better than the demo.
I expect the game to look substantially better at E3 and better still at launch. KZ2 went through some pretty big improvements in the last three months of development and those jumps could be even bigger here once they get final devkits. It seems like they frontloaded the actual game design so they could just push graphics toward the end.
nice! I hope they implement that new AA method they were talking about (forgot the name) FXAA is horrible.
Definitely a Persian, lol.
Definitely a Persian, lol.
TMAA, yeah me too. I hate FXAA. They seem pretty intent on getting some kind of MSAA in there so I have hope.
I think TMAA is actually a mix of post processing and MSAA based on what works best.Actually a FXAA and TMAA combo would be fantastic! I believe Battlefield 3 also uses something similar (post processing AA and MSAA produce a good image)
alright Guerrilla Games, ya'll gotta remove the Garfield strip, too much unintentional comedy gold now lol
60fps is eveything
I think TMAA is actually a mix of post processing and MSAA based on what works best.
I honestly don't see the resemblance at all. I get what people are looking at but it really doesn't evoke Garfield to me.
alright Guerrilla Games, ya'll gotta remove the Garfield strip, too much unintentional comedy gold now lol
Made a side by side comparison highlighting the similarities/differences that aren't noticeable at first glance. Outside of the lighting, the two models are near identical IMO. I am going to say that the model on the left is an improved version of the older in-game model.
Why do they still need the breathing masks?
Made a side by side comparison highlighting the similarities/differences that aren't noticeable at first glance. Outside of the lighting, the two models are near identical IMO. I am going to say that the model on the left is an improved version of the older in-game model.
Original model had an accurate clip, just not material properly running through it. They fixed it now.
Why do they still use riflemen in the future? Don't worry about it Violater.
Lighting on the right looks better.
In retrospect, the XBOne reveal of games, especially Call of Duty, make Killzone Shadow Fall look in more incredible when you watch it after. The opening scene and this blow me away.
One thing is for certain; I certainly hope Knack and Shadow Fall come out on launch day.
Drive Club and Second Son should be held off for early 2014 launches since the cannibalization potential is very high. GTA and GT6 / Forza 5 are all launching within a similar window at the end of the year.
Sony needs tiered releases. Blowing the load all at once will do none of the developers any good.
I think SF, DC, and Knack will all be day 1 and SS will be either a month later, depending on launch date, or early 2014. The first three are different enough genres to round out the launch line up whereas they can wait a bit for SS with ACIV and Watch_Dogs coming.
The things they do with depth of field... amazing. But there are things that I wonder about.
http://www.youtube.com/watch?v=PDfu1mYQXEg
From 5:18 to 5:20, there is a dramatic change in color/definition in textures and even the color of the explosions. Or is this just an example of terrible compression?