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Killzone: Shadow Fall launch trailer & tech trailer

Grimløck;89604242 said:
Add me. We can suck together at our leisure.

And me. I could only do engineer since turret aim better than me...
Someone please make custom map for noobs, all knife, all turret, all grenade
 
Team ICO made the same sacrifices in SotC (resolution being 512x488) and framerate. So if Crytek sucks for it, so does Team ICO ;)

Of couse, that's not the case.

And yes, HDR lighting adds a lot to the games, which is why it's one of the main improvements of the KZSF engine.

Did you just compared it to a ps2 game? lol

My point is Crytek added those and they ended up sacrificing resolution and framerate. Made the game not a looker.

Why can't you get that?

And yes, ICO sucks too. Cant even release TLG. :P
 
Yeah, I forgot they didn't have this. The thing is, the non-HDR approach really worked great for the bleak look of KZ2, and really didn't work for more colourful look of KZ3.
That's weird because the CGI cutscenes in KZ2 were rendered with HDR lighting and looked great. Truth is, KZ2 and 3 would've benefited from HDR lighting just as SF does.

One is fps which requires quick reflexes others are action adventure game one which used low res specially for low res blurry effect. other is a game where you mostly hold on titan and stab it that doesn't require quick reflexes. great comparison nonetheless
Did you forget Guerrilla sacrificing input precision for eye-candy?

Did you just compared it to a ps2 game? lol

My point is Crytek added those and they ended up sacrificing resolution and framerate. Made the game not a looker.

Why can't you get that?
While some people keep denying it for some reason, it is indeed a looker:
https://www.youtube.com/watch?v=YvKLvnYixhQ&t=2m47s

So it seems you don't have a point after all.

Most games were played on CRT back then and res was not as import as it is now .
Also it was 512 x 224 or 512 x 256 so lower than 512 x 488 if i remember right .
Back then there were already progressive scan TVs in which games looked way better at 480p than sub SD interlaced. Of course, pixel counting wasn't so widespread then and marketing didn't tell people to care about resolution so much.
 
That tech trailer with my AUDIO-TECHNICA headset has some beautiful sound. Damn, I may have to use this headset when playing this rather than my pulse.

Cannot freaking wait. Fri is going to be a hard day for me to go to work on.
 
No it doesn't. CryEngine trumps whatever engine GG is using for KZ:SF. Fact. Shadowfall is a beautiful game, there is no doubt about that. But you can't compare Guerilla's engine to Crytek's. This is where Crytek excels at.



My goodness. How ignorant can you be? Assuming you are talking about engines.

Umm...you can't just come in here and state something as fact without supporting it with evidence. How do you know? Like EatChildren stated we don't know for sure which one is pushing higher quality effects and lighting without the numbers.

and yes were can compare the two engines, thats what were doing. The two engines are obviously very comparable and close or the differences would be more obvious and we wouldn't need the numbers.
 
One word: Geomcache. Film effects 10% of the original size now possible with their pipeline. Compare the water in Crysis 3 even on ultra settings, it's not even get close.

ryse_1_by_raziel1992-d6u1x2v.gif


Ryse has the best water in any videogame ever made, be it console or pc. This is not me saying this, it comes from an industry expert.

How can you compare an offline simulated mesh with a realtime procedural mesh? Not only that.. just because the behavior is physically simulated doesn't mean the actual "look" of the water is more advanced. I still say that BF4 has the best "looking" water and it interacts with the environment whereas the water in Ryse is "canned".
 
Did you forget Guerrilla sacrificing input precision for eye-candy?

Eye candy had nothing to do with dead zone.
2ndly you cant deny that killzone2 & 3 are among the best looking current gen games. crysis 2 & 3 didn't looked as good on 360 and even worse on ps3.
its not always about pushing effects. its about knowing your limitation and building best technical games around them .
 
Erm...no. That water is not especially well realised imo. Looks gloopy and too polygonal. BF4 has much better water imo. And Crysis and AC IV from what I can remember.

Actually, of that whole intro it was the water that looked the least impressive. Specially the splashes.


I dunno, as a person who has spent over half his career crossing the pacific ocean and doing deep sea swim calls, I'd say it's pretty well realized. The problem with water, is that it's.... fluid, and dependent on atmospheric conditions, so you may have seen waves at a beach or a calm lake and think that is how water must act all the time when it isn't. There are so many variables it's hard to have just one metric with which to measure it. The water in that GIF is pretty spot on.
 
How can you compare an offline simulated mesh with a realtime procedural mesh? Not only that.. just because the behavior is physically simulated doesn't mean the actual "look" of the water is more advanced. I still say that BF4 has the best "looking" water and it interacts with the environment whereas the water in Ryse is "canned".

its look like RYSE is using two different meshes. one over the top of other. the bottom one is precomputed that looks good and there is a realtime thin procedural mesh over it which looks jelly like
 
Killzone on PS4 is still the most technically advanced and most graphically impressive next gen game on ANY platform including a gaming PC right now and will be for the near future until some other exclusive PS4 game raises that bar even further

Can I ask you what specifically makes KZ superior to the other heavy-hitter graphics games on the PC other than real-time ray-traced reflections? We've all read their tech paper on the graphics engine and everything in there has been implemented on the PC before other than the aforementioned reflections.. While you are at it, can you explain how it's superior and yet lacks displacement mapping and dynamic GI -- yet still remains superior?
 
i7JAVkLOQxHML.gif


Can all those predicting diminishing returns eat some crow now? Please?

The only idiots who were harping about diminishing returns during the PS4 reveal were almost all exclusively Nintendo fanboys. There was even a thread where people were implying the SF gameplay demo from the conference was CG. Lol.
 
My stance on the tech debate. Shadow Fall isn't doing things in as quite as high a quality as maxed out Metro or Crytek but the fact that it's a launch game on the equivalent of mid range PC specs and it compares favorably to those games speaks volumes to GG's talent.

This. Totally agree. Although once the game comes out I would like to see more of a direct comparison. Comparing the models, textures and levels to Crysis 3 on Ultra. Be surprised if this isn't just as good or better:

10830945383_c672cb781f_o.gif
 
Eye candy had nothing to do with dead zone.
But it did have to do with the lag.

2ndly you cant deny that killzone2 & 3 are among the best looking current gen games. crysis 2 & 3 didn't looked as good on 360 and even worse on ps3.
its not always about pushing effects. its about knowing your limitation and building best technical games around them .
Yes, KZ2 and 3 are great. But so are C2 and 3. If you want to keep dismissing them it's up to you, it won't change the achievement they are.

Can I ask you what specifically makes KZ superior to the other heavy-hitter graphics games on the PC other than real-time screen space ray-traced reflections?
FTFY.
 
I just loaded up Crysis 3 on my computer and replayed the opening level.. I can't believe on that level there isn't a single shadow-casting light.. wtf?? They hid that very very well with the SSAO.. but it's apparent it's already appearing dated compared to games like Metro.. hmmm.
 
That's weird because the CGI cutscenes in KZ2 were rendered with HDR lighting and looked great. Truth is, KZ2 and 3 would've benefited from HDR lighting just as SF does.
Like that intro scene with Visari speech etc? Well that was some high end CG, so of course it's going to look great, for a number of reasons other than just simple HDR. Personally though I didn't really like the aesthetics of the overbright look of that CG. I don't know, I just think the HDR lighting really wasn't needed for the bleak and desolate atmosphere of KZ2 to look great. Everything there was overcast or otherwise gloomy, so HDR would practically look out of place, but it is definitely part of the reasons why KZ3 doesn't look so hot.

I don't think so...If I remember correctly there using 3 different types of lights. area lighting, cube maps, and something else.
No, on one of their pages in that doc it said "time to say goodbye to point light" or something along those lines, followed by explanation that every light in the engine is now area light. Cube maps and screen space raytracing were for reflections.
 
But it did have to do with the lag.


Yes, KZ2 and 3 are great. But so are C2 and 3. If you want to keep dismissing them it's up to you, it won't change the achievement they are.


FTFY.

It's interesting how in that Adam Sessler thread you were defending him and rapping that "Game Design > Graphics" shtick yet almost your entire recent post history is you downplaying every single PS4 related graphics thread and talking about how amazing Crytek games look while ignoring the fact that Crytek is the premier example of a Graphics > Game design company. C2 and 3 and Ryse all look like shitty tech demos designed by 1 guy in 20 minutes tops.
 
I have a feeling this is going to be the Killzone that breaks the mold.

Not sure if it'll help it break out, but I think it'll turn heads.
 
Like that intro scene with Visari speech etc? Well that was some high end CG, so of course it's going to look great, for a number of reasons other than just simple HDR. Personally though I didn't really like the aesthetics of the overbright look of that CG. I don't know, I just think the HDR lighting really wasn't needed for the bleak and desolate atmosphere of KZ2 to look great. Everything there was overcast or otherwise gloomy, so HDR would practically look out of place, but it is definitely part of the reasons why KZ3 doesn't look so hot.
HDR helps with precision in lighting calculations. You don't need to add bloom or shiny surfaces to see its advantages. It would have helped a lot with the overblown whites for example.

C2 and 3 and Ryse all look like shitty tech demos designed by 1 guy in 20 minutes tops.
Yeah, I'm not going to address more trolls.
 
Damn, I leave this thread for a few hours and you guys are tripping over some Crytek vs GG bullshit.

Can't wait til this game comes out so we have something more than graphics to talk about!
 
No, on one of their pages in that doc it said "time to say goodbye to point light" or something along those lines, followed by explanation that every light in the engine is now area light. Cube maps and screen space raytracing were for reflections.

Area light in games isn't very impressive nowadays. Since their using a deferred renderer, they can make point light arrays that make shapes to simulate area lights. What they haven't told you is if these area lights cast dynamic shadows.. that's the real expense in lights which is why almost every game doesn't have it.
 
Since their using a deferred renderer, they can make point light arrays that make shapes to simulate area lights.

wheels within wheels

No, area lights aren't particularly impressive, but making ALL of them area lights is a step up. Not a paradigm shift, but it's notable.
 
Like that intro scene with Visari speech etc? Well that was some high end CG, so of course it's going to look great, for a number of reasons other than just simple HDR. Personally though I didn't really like the aesthetics of the overbright look of that CG. I don't know, I just think the HDR lighting really wasn't needed for the bleak and desolate atmosphere of KZ2 to look great. Everything there was overcast or otherwise gloomy, so HDR would practically look out of place, but it is definitely part of the reasons why KZ3 doesn't look so hot.


No, on one of their pages in that doc it said "time to say goodbye to point light" or something along those lines, followed by explanation that every light in the engine is now area light. Cube maps and screen space raytracing were for reflections.

oh yea your right. I mixed them up.
 
Hey let's see what's going on in the Killzone thread... bet everyone is excited about the game coming out in two days!

*Walks in and sees people bitching about Ryse, Crysis 1/2, BF*

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Looks great. Not sure I can handle any more shooters though.

After 360/ps3 i'm kind of sick of the genre.

As entertaining as I have found the console warrior bullshit it's starting to get old. Sick of it fucking up threads I would generally just like to read without having to sift through.
 
In the tech trailer at 2:06 it shows crates floating in an indoor environment - hopefully this means we'll be going back to a low gravity or zero gravity areas, like near the end of KZ3. That was one of my favourite parts of the game.

I think the most impressive individual part the is the lighting, but the Material Expression at about the 4:00 is amazing too - they've rendered it so well you can tell what material it is just from the look and the textures.
 
In the tech trailer at 2:06 it shows crates floating in an indoor environment - hopefully this means we'll be going back to a low gravity or zero gravity areas, like near the end of KZ3. That was one of my favourite parts of the game.

I think the most impressive individual part the is the lighting, but the Material Expression at about the 4:00 is amazing too - they've rendered it so well you can tell what material it is just from the look and the textures.

Agreed. I was also extremely impressed by the rain. There is a very brief glimpse of it in the launch trailer where the rain hits the wet ground. It blew me away. Especially after all the complaints the past month, it made it all the more satisfying to see the improvement!
 
Agreed. I was also extremely impressed by the rain. There is a very brief glimpse of it in the launch trailer where the rain hits the wet ground. It blew me away. Especially after all the complaints the past month, it made it all the more satisfying to see the improvement!
The rain was the one disappointment for me when I tried the demo station at Eurogamer Expo, if they've improved that I'll be very happy! It looked like you were being attacked by minecraft-esque worms falling from the sky.
 
I think it's because the water has lod, i saw the transition in a recent trailer. Look what happens when it gets even closer than the first gif i posted.

iE5R9XeoLoT9v.gif


Edit: Sorry for going ot guys. I just wanted to respond to the other dude.

It's a cut-scene. At real gameplay there is no water physics at all ( a month ago )

ii5U9lRCXMzZQ.gif


iWuDPjXkJoZ8C.gif


Technically it most probably is, but Uncharted 3's implementation of the procedural physics based sea simulation in actual gameplay is what made it special. I mean this shit is bananas, especially on 8 year old hardware.

http://www.youtube.com/watch?v=_wHn_jZGE7U

This level in KZ3 is not bad too :

http://www.youtube.com/watch?v=DrH9PwzlzbE
 
I just loaded up Crysis 3 on my computer and replayed the opening level.. I can't believe on that level there isn't a single shadow-casting light.. wtf?? They hid that very very well with the SSAO.. but it's apparent it's already appearing dated compared to games like Metro.. hmmm.

This post made me laugh for some reason. You're going to play through the next few levels inspecting every little bit aren't you?
 
Hey let's see what's going on in the Killzone thread... bet everyone is excited about the game coming out in two days!

Nope! It's a graphics discussion, just like all the other Killzone threads through out the last couple of years! Never 'bout the Game or the Story, just the graphics.
 
Can we at talk about the Killzone series as a whole, particular scenes, memories and not mention any boring Crytek game? (Crysis 1 was good though, not sure about Ryse)

What fight in Killzone 2 do you remember the most? Did anyone feel like Visahri Palace was like a WW2 Berlin? I never forget that fight the first time I entered it. The atmosphere was bloody, cruel, dark, intense, the air full of smoke, fire and particles. The screams of burning ISA soldiers you couldn't save, masses of Helghan fanatics. It was hell.

GG always used to be particularly good with sound design. Will you play with 5.1/7.1? Good headphones?

Will you play KZ2 and 3 again before SF?
 
FFS people instead of dick waving about who is better at "teh graphics" can't we all just agree that Killzone SF is a seriously impressive looking launch title for the PS4?

For those who feel the need to bring up Crysis/Crytek (whatever side of the fence you happen to be on) can we just agree that they also make seriously good looking games and leave it at that?

Neither Crysis 3 or Ryse are available on the PS4. The moment they are then we can start with the comparisons between platforms.

If we need to start a discussion about the best looking console game/game of all time why don't we start a thread about that?

Sorry if I sound a little annoyed it just seems that every KZ thread recently ends up with either Battlefield/Ryse/Crysis shots fired and defense forces on both sides crapping up the entire thread.
 
I just loaded up Crysis 3 on my computer and replayed the opening level.. I can't believe on that level there isn't a single shadow-casting light.. wtf?? They hid that very very well with the SSAO.. but it's apparent it's already appearing dated compared to games like Metro.. hmmm.

No offense... but there are tons of shadow casting lights in Crysis 3 levels. According to their own documentation something like 60-75% of all the lights in the game are shadow casters (which is huge for a deferred engine). If anything and you look at Metro Last Light, it reduced the amount of shadow casters and volumetric lights in comparison to the first game for performance reasons (guns no longer cast shadows when fired, some objects in the environment have artist tagged flags for shadow casting which are noticable when you turn on the flashlight, many volumetric lights are in fact geometry beams, etc...)

Area light in games isn't very impressive nowadays. Since their using a deferred renderer, they can make point light arrays that make shapes to simulate area lights. What they haven't told you is if these area lights cast dynamic shadows.. that's the real expense in lights which is why almost every game doesn't have it.

Area lighting is very impressive. Confusing point light arrays to simulate area lights is partially disingenuous, due to the fact that those have really horrible specular problems and do not cast shadows in an area light manner. Games like Killzone and Crysis 3 both do this (with Killzone probably doing it for many more lights than C3), having played lots of Metro... I amnot sure where anf if they are even using area lights to be honest. WHen the thread comes... you will have to find direct evidence with specular shape.
 
I just loaded up Crysis 3 on my computer and replayed the opening level.. I can't believe on that level there isn't a single shadow-casting light.. wtf?? They hid that very very well with the SSAO.. but it's apparent it's already appearing dated compared to games like Metro.. hmmm.

Thats a lie. Most lights are casting shadows.

Like for example every light on this shot through the whole hall is casting shadows
http://i3.minus.com/ibvuTgRf9TPCEN.png

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Also Metro does not have Area Lights.
 
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