The Dark Sorcerer, Tom Clancy's The Division, The Order: 1886 and Mirror's Edge.The Division remains the most impressive video shown at E3.
The Dark Sorcerer, Tom Clancy's The Division, The Order: 1886 and Mirror's Edge.The Division remains the most impressive video shown at E3.
I'm still not calling it the best, if only because it's not actually a game so The Division remains the most impressive video shown at E3.
Well, it's a RPG first, a TPS second, and it's got incredible graphics..I am genuinely interested. What do people find in the Division video that looks particularly great. Don't get me wrong, I thought it looked very nice, very consistant, however, the gameplay demo was rather tame in terms of stuff going on/destruction etc. Personally, I think there have been a number of games that have looked as good or even more impressive. I agree with you that it is difficult to include this tech demo as it isn't yet a game. In terms of visuals, it looked far above stuff like the Division though.
Yes because Quantic Dream has a history of always surpassing their tech demos with their actual games.
No you're right. This demo is very limited in scope and is a very controlled environment. Games with traditional gameplay are not gonna look like this.
For me, this had the best graphics of any next gen console game/demo.
God DAMN.Found some cam footage of the tech presentation, not very clear unfortunately and cuts off before its over...
Starts around the 14 minute mark:
http://www.youtube.com/watch?v=4i6TiYLwHW4
Thank you, kind sir.Found some cam footage of the tech presentation, not very clear unfortunately and cuts off before its over...
Starts around the 14 minute mark:
http://www.youtube.com/watch?v=4i6TiYLwHW4
Well, it's a RPG first, a TPS second, and it's got incredible graphics..
Found some cam footage of the tech presentation, not very clear unfortunately and cuts off before its over...
Starts around the 14 minute mark:
http://www.youtube.com/watch?v=4i6TiYLwHW4
The Dark Sorcerer, Tom Clancy's The Division, The Order: 1886 and Mirror's Edge.
http://www.youtube.com/watch?v=Pb6W-SZkjC0RPG in what way may I ask? Seemed like a pretty conventional team-based shooter in the trailer. Is it an mmorpg then? Doesn't really interest me if it is but I will have to do a bit of reading.
Yes perfect.I'd play a Dungeon Keeper game that looks like that.
Sony maybe with PS3, but not Quantic Dream. They don't care about producing bullshit tech demos. They actually can and will deliver on their demos. They don't build them to just show off the power of the console, this is actually the baseline they try to reach and/or beat. That's why their tech demos never use all the available power of the console and features of their engine. Because they know pulling this off in a full game is not that easy. Their track record is flawless, if they say their game will look this good or better, it will.Not hard when it's a tech demo. Sony and friends are always misleading with those.
They use 64+ cameras for their mo-cap stage. They put them as close as possible to the actors to improve the results. That's why their capture stage is rather small. They capture full body, full face and voice at the same time (full performance capture). On Kara they used 90 markers on the body and 90 markers on the face. They capture the eyes as well (blinking and eye/iris movement). Additionally they also film them from several angles for reference footage. They have an automatic process for the data, which cleans up most of the data using custom created filters. After that facial animators improve the data further by hand using the reference footage to make sure the actor's performance is accurately represented.Need more info on Quantics motion capture tech.
Poly count means nothing, they could have 50 billion polys, but if you don't capture the nuances and subtle movements of a body and face then you fall to the bottom of uncanny valley.
Cage found a way across it, and I wanna know how.
There was actually more than 3 characters in a scene when all the clones of that green dude (troll?) popped up
That and the water splash on the sorcerer's face didn't look quite right for me.I love this tech demo but for some reason the hair on the sorcerer looks awful. Really distracting considering how hghi quality everything else is.
Not hard when it's a tech demo. Sony and friends are always misleading with those.
Not hard when it's a tech demo. Sony and friends are always misleading with those.
Some things to point out:
1- Remember people talking BS about the capabilities of the machine when the UE4 demo received the downgra from SVOT lighting? Well this looks more impresive to me than the orignal UE4 demo runing on the Nvidia 680. More to do with the animation and performance capture of course but for what ever reasons more impresive.
2- Probably most impresive realtime demo i can remember, and this is including the AMD and Nvidia stuff.
3- It is using the cuarent assets QD has in Beyond. Whiuxh proves that even with cuarrent gen level assets games can be hugely improved visualy, withouth the necesity to increase budget significantly. So the BS better hardware = higher costs is proven wrong again.
4- The guy said the goblin is using just 7,000 Tris. Did i heard that wrong?
Yeah I think they said this is just a first attempt and hair is going to improve. This is probably their first try at rendering actual strands of hair and animating them. Cage said most features are not yet implemented into the engine, so this will probably be one of them. Teeth rendering for example looked pretty bad in the Kara demo, but looks fine in Beyond.I love this tech demo but for some reason the hair on the sorcerer looks awful. Really distracting considering how high quality everything else is. Still, the video is impressive as all hell and was quite funny. I didn't realize Cage actually had some comedy writing chops.
Cage said each character uses about one million polygons. Slightly under.Some things to point out:
3- It is using the cuarent assets QD has in Beyond. Whiuxh proves that even with cuarrent gen level assets games can be hugely improved visualy, withouth the necesity to increase budget significantly. So the BS better hardware = higher costs is proven wrong again.
4- The guy said the goblin is using just 7,000 Tris. Did i heard that wrong?
yes you heard it wrong: Maurice alone is using 700 000 of triangles, 40 different shaders and 350 MB of textures data and his entire body and cloth parts are interacting dynamically with the environments and not pre-animated. The framerates and graphics were unoptimized and are certain to improve.
Also, they said: "Our framerate isnt optimized at all sometimes we get 90FPS"
From: http://blog.us.playstation.com/2013/06/11/the-dark-sorcerer-a-next-gen-comedy/
"In the current demo, there are about a million polygons in the set, and a little less than a million per character on the screen (i.e. a total of 4 million when the three characters are on the screen). Each character has about 350 MB of textures and about forty different shaders. Its all managed with Physically Based Shaders, volumetric lights, full HDR, Color Grading, Physical Lenses (particularly useful for chromatic aberrations and 3D depth of field), and translucence for more realistic rendering of the skin. The change of set and all the lighting (and the behavior of the shaders) between the dramatic version of the set and the studio version is done in real time. The same holds true for all pyrotechnical particle effects."
This and the next game of Naughty Dog will be the first to bust the myths of ingame one million poly characters: http://n4g.com/news/925192/naughty-...-with-million-poly-character-models#c-6221739
Just imagine the diagram in my link if they add the sorcerer comparison to it: the curve will go to outer-space lol !
Not only were the graphics very realistic but the performance and the behaviours just made the whole thing look too much natural and just miraculously skipped the uncanny valley for the first time and THIS IS ALL REAL-TIME. Even the CGI Audrey Hepburn in Galaxy Ice Cream add looked very unnatural compared to this REAL-TIME demo which will GET BETTER in a proper video game. I swear that everyone to whom I showed the video and isn't a video game expert, really believed that David Grant and the demon were real actors doing some green screen acting. It is very funny how a virtual acting can lure people. Something that even CGI movies couldn't achieve and this was REAL-TIME on PS4.
PS4 FTW !
The demon guy does look astonishingly real (more so than the sorcerer, if you ask me), he's almost completely indistiguishable from the real deal to me. Just amazing.
Found some cam footage of the tech presentation, not very clear unfortunately and cuts off before its over...
Starts around the 14 minute mark:
http://www.youtube.com/watch?v=4i6TiYLwHW4
yes you heard it wrong: Maurice alone is using 700 000 of triangles, 40 different shaders and 350 MB of textures data and his entire body and cloth parts are interacting dynamically with the environments and not pre-animated. The framerates and graphics were unoptimized and are certain to improve.
Also, they said: "Our framerate isnt optimized at all sometimes we get 90FPS"
From: http://blog.us.playstation.com/2013/06/11/the-dark-sorcerer-a-next-gen-comedy/
"In the current demo, there are about a million polygons in the set, and a little less than a million per character on the screen (i.e. a total of 4 million when the three characters are on the screen). Each character has about 350 MB of textures and about forty different shaders. Its all managed with Physically Based Shaders, volumetric lights, full HDR, Color Grading, Physical Lenses (particularly useful for chromatic aberrations and 3D depth of field), and translucence for more realistic rendering of the skin. The change of set and all the lighting (and the behavior of the shaders) between the dramatic version of the set and the studio version is done in real time. The same holds true for all pyrotechnical particle effects."
This and the next game of Naughty Dog will be the first to bust the myths of ingame one million poly characters: http://n4g.com/news/925192/naughty-...-with-million-poly-character-models#c-6221739
Just imagine the diagram in my link if they add the sorcerer comparison to it: the curve will go to outer-space lol !
Not only were the graphics very realistic but the performance and the behaviours just made the whole thing look too much natural and just miraculously skipped the uncanny valley for the first time and THIS IS ALL REAL-TIME. Even the CGI Audrey Hepburn in Galaxy Ice Cream add looked very unnatural compared to this REAL-TIME demo which will GET BETTER in a proper video game. I swear that everyone to whom I showed the video and isn't a video game expert, really believed that David Grant and the demon were real actors doing some green screen acting. It is very funny how a virtual acting can lure people. Something that even CGI movies couldn't achieve and this was REAL-TIME on PS4.
PS4 FTW !
yes you heard it wrong: Maurice alone is using 700 000 of triangles, 40 different shaders and 350 MB of textures data and his entire body and cloth parts are interacting dynamically with the environments and not pre-animated. The framerates and graphics were unoptimized and are certain to improve.
Thanks for clearing that up people.Cage said each character uses about one million polygons. Slightly under.
Also your point about the assets is correct. Current gen assets are mostly downgraded to fit on the consoles. On PS4 they can probably render their native assets without problems, which alone improves fidelity a lot.
I don't know if i say they are gods, gameplay in their games you know...Quantic Gods. I still can't get over how good the IQ and animation in that demo is. I would kill for a Heavy Rain 2 with that fidelity.
Sweet, merciful...that would be utterly Brilliant!I'd play a Dungeon Keeper game that looks like that.
I think the most interesting part is when he mentioned that the whole thing was running on PS3 tools and they had no time to have PS4 tools ready. Now i really want to see what they could pull of using Tools made for the system not just as he said shoving high fidelity assets in the PS3 tools.
The demo is great, but I can't shake the feeling it's smoke and mirrors - the characters are 3D but the lack of panning makes me wonder if the background detail is all pre-rendered. Would love to see a wire-frame version of this.
Found some cam footage of the tech presentation, not very clear unfortunately and cuts off before its over...
Starts around the 14 minute mark:
http://www.youtube.com/watch?v=4i6TiYLwHW4
The demo is great, but I can't shake the feeling it's smoke and mirrors - the characters are 3D but the lack of panning makes me wonder if the background detail is all pre-rendered. Would love to see a wire-frame version of this.
The demon guy does look astonishingly real (more so than the sorcerer, if you ask me), he's almost completely indistiguishable from the real deal to me. Just amazing.
I hope Naughty Dog tries mo-capping faces for their PS4 games. They're pretty religious about hand animating faces, but I hope the results seen in Second Son and here give them something to think about.
Million polygon characters seemes excessive to me. That's more than double the polygon count of characters in the Final Fantasy movie.
Even Kojima is converting to mo-capping faces in MGSV. I don't see why Naughty Dog wouldn't. It is hard to hand animate a face of one million poly model like in their next game.
Interesting you bring that up. I see Kojima mo-capping faces all by itself, and doing them all the body mo-capping separately. I think that's a backwards way to do it. You can tell in the final results. Second Son is doing it perfectly by capturing face and body at the same time, like Avatar. The performance is synced between the two better that way.
Anyone spotted the direct feed version of this yet? I don't care if it's 2GB or more. I want high quality
Million polygon characters seemes excessive to me. That's more than double the polygon count of characters in the Final Fantasy movie.