That is exactly what I meant.but YT itself is a streamingservice, so still not a directfeed, right?
That is exactly what I meant.but YT itself is a streamingservice, so still not a directfeed, right?
Relax ppl. Official Dark Sorcerer on YT is directfeed [directfeed = captured directly from the device, not recorded from the webstreaming transmission], but its not encoded to have high bitrate.
Yeah but what's asked for is a direct feed download, not a YT stream. As little compression as possible, like UBI did with The Division.
You can download YT files with any number browser plugins [addons]. This Dark Sorcerer YT directfeed footage is 308MB.
He sure as hell was:
What a creepy son of a bitch he was in Heavy Rain.
This demo as an RPG needs to happen.
Seriously Sony has plenty of shooters, action titles, etc.
However, they have no western style RPGs. This could be the one!
It baffles my mind why they haven't release an uncompressed, direct feed version of this. Undoubtedly the most impressive real-time tech demo at E3 this year.Our PR contact at Sony was surprised it wasn't released like the other videos, but so far it doesn't look like there is any plan to do anything but that youtube version.
Are you talking about this?This was the best realtime graphics I've seen. But for facial expressions, QD will make it even better in future, it doesn't seem to use adaptive displacement for wrinkles on certain expressions, which make some expression look duller. I've totally pulled the "adaptive displacement" word out of my rear end, as you may have already guessed.
(I mean, I'm expecting some wrinkles on forehead when the eyebrows are up, but I never got to see any, please JIF it if you see it)
It all makes sense now. Jesus.He also voiced the ultra creepy Motel receptionist.
Are you talking about this?
This feature is already in Beyond, so I see no reason why they won't use it on PS4. Probably not yet implemented.
Couldn't see any too, but the actor of the sorcerer doesn't move his eyebrows that much unfortunately.Oh, exactly! That one is probably done with blending normal maps tho. I'm guessing with the polycounts on these newer models (and maybe with some tesselation?) displacement mapping would be possible.
I've just watched the 1080p youtube version again, looking for added horizontal wrinkles when eyebrowses are up, and the vertical wrinkles when eyebrowse get closer to midpoint, and extra wrinkles lateral to the eyes when skin compresses between the cheeks and the temporal region... Couldn't see any, but I'd like to be corrected!
David Cage said:The PS4 engine used for Dark Sorcerer is only in its first iteration, and most of the features scheduled for the final version of the engine havent yet been implemented. This demo is only a first test that is well below the visual quality we hope to achieve in our next game.
Sony released directfeed footage on their YT chanel, its not from any stream.
http://www.youtube.com/watch?v=BqeuHGESZBA
- The demo ran in 1080p native resolution. Texture resolution was 1080p as well.
- The framerate was not optimized at E3, and ran between 30 and 90 frames per second.
- The demo used only 4 GB of the PS4′s 8 GB of RAM.
- The DualShock 4 can be used to dynamically move the camera position and switch lighting (between studio mode and film mode) within a single frame.
- The set uses about one million polygons.
- Each character takes a little less than one million polygons and 150 MB of textures (theres a reporting discrepancy here. See at the bottom of the list).
- The textures for the skin and face models were actually obtained by scanning the face of actors actually cast for the project.
- The sorcerer is played by David Gant, the Goblin by Carl Anthony Payne II, the Demon by Christian Ericksen and the Director by David Gasman.
- The vertex density of the 3D models is comparable to the CG used for film making.
- Each character uses 40 different shaders.
- The scene uses Volumetric Lightning, allowing individual beams of light to be displayed when the light shines through the environment.
- Color Grading and Full HDR ensure that colors are truly vivid and realistic.
- All particle effects are simulated in real time and emit light/create shadows.
- Limb Darkening is used to naturally darken the edges of the screen.
- 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 dont, 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.
- An advanced technique named Subsurface Scattering (SSS) is used to simulate the shading of the skin. It involves letting the light penetrate translucent materials and then scatter and refract a number of times at irregular angles and exiting the surface again a different points. Its another technique that was previously only used in CG.
- The same Subsurface Scattering effect is used for the green skin of the goblin, the the wax of the candles and the crystal of the wand as well, despite the fact that the final result is entirely different.
- To simulate the effect of wetness of the eye surface, the engine applies to it a mirrored image of the surrounding scene.
- The cornea and pupil are actually modeled in 3D inside each eye.
- Each hair is drawn separately instead of being a texture applied to a polygonal model.
- All clothes, accessories and hair (including the feathers in the sorcerers collar) are physically simulated in their motion and interaction with the environment, like they were worn by a real actor
- Each human model has 380 different bones: 180 in the face, 150 for the body and 50 for the exoskeleton. This is three times the number of bones used in Heavy Rain and twice the number used in Beyond: Two Souls.
- The performance capture studio used for motion and facial capture has been built internally at Quantic Dream and uses 64 cameras tracking 80 markers attached to the face and 60 to the body.
- The demo has been created by using the PS3 development pipeline used for Beyond: Two Souls, as PS4 development tools still werent available.
Surely this was an error? 1080 x 1920 textures don't exist. They work in multiples of 2 (i.e 128 x 128, 256 x 256, 512 x 512 etc).Texture resolution was 1080p as well.
- Each hair is drawn separately instead of being a texture applied to a polygonal model.
- All clothes, accessories and hair (including the feathers in the sorcerers collar) are physically simulated in their motion and interaction with the environment, like they were worn by a real actor
- Each human model has 380 different bones: 180 in the face, 150 for the body and 50 for the exoskeleton. This is three times the number of bones used in Heavy Rain and twice the number used in Beyond: Two Souls
Insane. We're through the looking glass, people.Dualshocker site has further elaborated the tools and techniques used in this tech demo.
The cornea and pupil are actually modeled in 3D inside each eye.
Someone already suggested the perfect type - a Dungeon Keeper -like game. The sense of humor would be a perfect match and the confined spaces of DK games would enable the game to stay close to this level of fidelity.You know if this were going to be a game ....... I wonder what kind it would be?
All clothes, accessories and hair (including the feathers in the sorcerer’s collar) are physically simulated in their motion and interaction with the environment, like they were worn by a real actor
Oh, exactly! That one is probably done with blending normal maps tho. I'm guessing with the polycounts on these newer models (and maybe with some tesselation?) displacement mapping would be possible.
I've just watched the 1080p youtube version again, looking for added horizontal wrinkles when eyebrowses are up, and the vertical wrinkles when eyebrowse get closer to midpoint, and extra wrinkles lateral to the eyes when skin compresses between the cheeks and the temporal region... Couldn't see any, but I'd like to be corrected!
Those next-gen budgets...
Someone already suggested the perfect type - a Dungeon Keeper -like game. The sense of humor would be a perfect match and the confined spaces of DK games would enable the game to stay close to this level of fidelity.
'Course, I'd probably be just as happy if someone made a Dragon's Lair game with this.
Surely this was an error? 1080 x 1920 textures don't exist. They work in multiples of 2 (i.e 128 x 128, 256 x 256, 512 x 512 etc).
I've heard a couple people say this before and they generally mean 2k textures, which looks about right given the sharpness of them in the demo.Surely this was an error? 1080 x 1920 textures don't exist. They work in multiples of 2 (i.e 128 x 128, 256 x 256, 512 x 512 etc).
What about the earlier demo?
Dualshocker site has further elaborated the tools and techniques used in this tech demo.
http://www.dualshockers.com/2013/06/29/ps4-demo-the-dark-sorcerer-even-more-impressive-technical-specs-unveiled-and-a-little-mystery/
textures are native to 1080p resolution
Sadly, we probably won't get a fantasy game when the final game of this is revealed.
“The Dark Sorcerer” film is a stand-alone project and is not taken from any game in development.
This statement doesn't seem to make any sense...
That article is not really good at different parts. Like 180 bones for face. Probably it was muscles not bones.
You call DK repetitive but think the DL idea isn't? :eyebrowraiseDungeon Keeper? Meh! Those types of games get reptetive fast.
A Dragon's Lair type game could be interesting though. Maybe Dragon's Lair with more of a focus on gameplay rather than QTE's.
You'd wander through a haunted castle/dungeon/caverns dealing with different scenarios and perils.
It could be really thrilling in the right hands.
Refers to 2k textures mostly. I've seen other devs use it before.This statement doesn't seem to make any sense...
Dat detail in real time. Damn!
Refers to 2k textures mostly. I've seen other devs use it before.
No video, they are screens from an article on a Japanese website.From where did you get this? Please post a link for the video !
The 12 minute video it's on psn now. 840MB.
The 12 minute video it's on psn now. 840MB.
Dualshocker site has further elaborated the tools and techniques used in this tech demo.
http://www.dualshockers.com/2013/06/29/ps4-demo-the-dark-sorcerer-even-more-impressive-technical-specs-unveiled-and-a-little-mystery/
PSY・S;71914301 said:Doesn't sound like it's direct feed if it's not even 1GB.
Oh Man. Some Serious BS in there....
Oh Man. Some Serious BS in there....
PSY・S;71914301 said:Doesn't sound like it's direct feed if it's not even 1GB.
Nice! Can someone upload it to some file sharing site? Gamersyde needs to react and host it.
Ok, now I see what people mean about coding to the metal beating PC's. This looks insane. Albeit its not gameplay, but still, this is insane.