MWS Natural
Member
Such a beautiful game; it's really crazy how many different techniques you need to simulate real life.
It's entirely possible to make a fantastic-looking game WITHOUT the use of such cheap post processing effects. It of course takes talent, which these guys don't seem to have. I've never been a fan of the Killzone visual style, to be honest.
As would say Scolar Visari (R.I.P.) : They can not imagine what awaits them... ;-)
As would say Scolar Visari (R.I.P.) : They can not imagine what awaits them... ;-)
I found an example of Mass Effect 3 pre-rendered in-engine cutscene.
http://www.youtube.com/watch?v=QFVSJZ37u5Q
Of course this would run worse than in 7-10fps on current gen platforms, because its more demanding scene than the one in KZ:SF.
Ofcourse you didn't, these things you didn't say above were particularly funny. Specially the texture and far away remarks lol.
But i havent even started to criticized KZ:SF. I've said basically nothing except that it doesnt look like CGI and that it does look real-time.
I havent even commented on tech trailer yet in this thread. You're over-sensitive.
Btw this is what i'm talking about. I found an example of Mass Effect 3 pre-rendered in-engine cutscene.
http://www.youtube.com/watch?v=QFVSJZ37u5Q
Of course this would run worse than in 7-10fps on current gen platforms, because its more demanding scene than the one in KZ:SF.
But i havent even started to criticized KZ:SF. I've said basically nothing except that it doesnt look like CGI and that it does look real-time.
I havent even commented on tech trailer yet in this thread. You're over-sensitive.
Btw this is what i'm talking about. I found an example of Mass Effect 3 pre-rendered in-engine cutscene.
http://www.youtube.com/watch?v=QFVSJZ37u5Q
Of course this would run worse than in 7-10fps on current gen platforms, because its more demanding scene than the one in KZ:SF.
It astonishes me how HARD it is for you to simply be positive sometimes with what is easily one of the best looking next-gen games so far. Almost every time you DO saying something positive about it, it's laced with caveats. From your posts, you seem, somehow, thoroughly unimpressed with KZ:SF, even more so than every other game that you neglect all of this negativity.
It's entirely possible to make a fantastic-looking game WITHOUT the use of such cheap post processing effects. It of course takes talent, which these guys don't seem to have. I've never been a fan of the Killzone visual style, to be honest.
I'm getting a Lorn vibe from what I've heard so farAnyone else really into the music of the tech trailer? That soundtrack seems actually promising, and boy is a decent soundtrack important to me.
And what wrong with it? Do buildings have high res textures? They seem extremely low res, even on gamersyde video. Or is far away geometry clearly visible to even comment how demanding it is? On gameryse video it looks like just boxes on one texture and even in this footage i'm not sure thats even a geometry.
So whats so impressive about these scene technically?
How can you even tell considering the motion blur and how fast they pass by? Far away geometry? So fucking what? Like every other game doesn't have it. Ryse included. Smoke is nothing to talk about? Ok... Other then it looking awesome and being volumetric. And lets dismiss all the ships and particles too, why not.
And the comment about it being rendered on a PS3... seriously, not even you believe that shit. Not even at 1fps, and technically, any game can be pre-rendered in any system... Ryse could be rendered on a PS2. Dumb comment that doesn't even make any sense other then to try to downplay the game. Why don't you ever nickpick Ryse too? There's plenty of room there.
Of course you could. You could write a software tesselator, hell they did it for GT6 and it's running at 60FPS. With that way of thinking, you can say that absolutely anything can be pre-rendered in engine, given enough time on a PS3 devkit, which is actually true. I've seen perfectly fine looking smoothed particle hydrodynamics demo running on a DX9 instruction set GPU, it just needed to be a fast GPU. The best looking imaginable DX11 scene could be prerendered on a PS3 devkit, if you're just willing to wait longer, and have enough memory to store it.Ok, now where have i said that Ryse looks like CGI?
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But You want Ryse comparison? Ok, look at Ryse cutscene and water physics, that couldnt be done on current gen consoles, even with pre-render, because they dont have tesselator. In KZ:SF scene we are talking about, there is absolutely nothing from tech standpoint that couldnt be done on current gen platform
Who is this?
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How can you even tell considering the motion blur and how fast they pass by? Far away geometry? So fucking what? Like every other game doesn't have it. Ryse included. Smoke is nothing to talk about? Ok... Other then it looking awesome and being volumetric. And lets dismiss all the ships and particles too, why not.
And the comment about it being rendered on a PS3... seriously, not even you believe that shit. Not even at 1fps, and technically, any game can be pre-rendered in any system... Ryse could be rendered on a PS2. Dumb comment that doesn't even make any sense other then to try to downplay the game. Why don't you ever nickpick Ryse too? There's plenty of room there.
Boring story trailer compared to how good this one was for killzone 3
Okay thsnx. I thought he might be a defector.That's Tyran, the Black Hand terrorist... I think. It's him who you're chasing when you rescue the hostages and hang on to a rope as the flying vehicle careens through Vekta.
You can have pre-recorded physics volumetrics, like how that BF4 big explosion or those Knack cutscene smoke plumes were done for example (and it could be the case here because you don't interact with smoke in any way).The smoke is not volumetric. Pretty much no modern game uses volumetric effects. The smoke are just overlayed sprites... or the peformance capture of an actual volumetric into an animated sprite.
What are nice are the GPU particles. Those are always nice.
The thing you need to remember is that Shadow Fall's cutscenes all take place in the first-person (and maybe they are all in-engine?)
So it's a tad more difficult to make a 'cinematic' looking trailer when you can only ever show gameplay and scenes of people talking to the camera.
The smoke is not volumetric. Pretty much no modern game uses volumetric effects. The smoke are just overlayed sprites... or the peformance capture of an actual volumetric into an animated sprite.
What are nice are the GPU particles. Those are always nice.
Erm, we've had volumetric effects since last gen... World In Conflict, Clear Sky, London Hellgate, etc.
Lighting yes, phsyicalized volumes, no.
Density is great, but geometry is extremely low poly, textures are abysmal on those buildings, smoke is nothing to talk about and rest of the scene is so far away that it could be rendered as sprites and You wouldnt see the difference.
Dont get me wrong, it looks great and does the job, but i dont see anything that couldnt be done on current gen consoles in 720p in for example 7-10fps. Sure, You couldnt render that on PS3 or X360 in real-time, but pre-render it like ND or SSM does cutscenes, why not?
Oh yes, PC games like stalker, metro, and batman had volume based smoke stuff.Not lighting, smoke.
https://www.youtube.com/watch?v=nfW_b3c00kM
If this is semantics thing that you're getting then... wtv. It's always been called volumetric smoke. Same as volumetric clouds, etc.
Yes, but that's not what KZ is using.Not lighting, smoke.
https://www.youtube.com/watch?v=nfW_b3c00kM
If this is semantics thing that you're getting then... wtv. It's always been called volumetric smoke. Same as volumetric clouds, etc.
Boring story trailer compared to how good this one was for killzone 3
Oh yes, PC games like stalker, metro, and batman had volume based smoke stuff.
I thought you were talking about consoles originally.
Yes, but that's not what KZ is using.
I was speaking with myself apparently. Also, you said generation.You did say any modern game.
Maybe not to the same level, but it still looks volumetric.
Someone post that grenade explosion gif
Maybe not to the same level, but it still looks volumetric.
Someone post that grenade explosion gif
Sure we do, it starts right before that 2 to 3 year interval when all we get is half assed ports lolI was speaking with myself apparently. Also, you said generation.
PC does not have generations silly butt.![]()
For me to consider something volumetric it has to be dynamic, physicalized, and not just look it (the look breaks down after a bit and you see its non-dynamic nature rather quickly). Sadly.
It's fooling me then.It's a very convincing effect, but it's still done with animated sprites.
So at this point, between Crysis 3 and Killzone, is there any telling which game is pushing more tech, or will we have to wait a few days?
Boring story trailer compared to how good this one was for killzone 3