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Killzone: Shadow Fall launch trailer & tech trailer

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.

I don't know about anyone else, but I'm most excited about the level design and gameplay. Being able to tackle enemies head-on or stealth in is awesome, the AI looks very good as usual, the OWL looks like it brings a lot of gameplay variety to the table, and it looks like a more intelligent, more interesting, better-paced FPS which harkens back to the likes of Dark Forces, Goldeneye and Half Life 2.
 
I don't know about anyone else, but I'm most excited about the level design and gameplay. Being able to tackle enemies head-on or stealth in is awesome, the AI looks very good as usual, the OWL looks like it brings a lot of gameplay variety to the table, and it looks like a more intelligent, more interesting, better-paced FPS which harkens back to the likes of Dark Forces, Goldeneye and Half Life 2.

This is why I'm most excited. The graphics are cool and all, but I'm already over it, especially since it's 30fps. Gameplay is all I care about at this point, and there seems to be some nice options and change up from the usual here.
 
i7JAVkLOQxHML.gif


and the clip of ruined helghan in the tech video?

Jesus Christ. These kinds of fucking scenes give me such a huuuuge halo vibe.
Just all-out intergalactic warfare. The fucking skybox, the lightning strikes, the fucking aerial mayhem going on there, the curved horizon, the destruction. Oh my god.
 
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.

I'm not gonna pretend that I know more about how the ocean behaves than you (if what you say is true), but something about the water in that intro looked off to me. Maybe it was Marcus's interaction with it and the fact that the splashes looked so fake that made it look bad to me compared to everything else.

Not saying the water looked awful btw. Just saying it didn't look as impressive as the member I replied to was suggesting.
 
Always funny to see the guys trying to shit on a game's graphics always end up spending way more time in these threads than everyone else.
 
I'm not gonna pretend that I know more about how the ocean behaves than you (if what you say is true), but something about the water in that intro looked off to me. Maybe it was Marcus's interaction with it and the fact that the splashes looked so fake that made it look bad to me compared to everything else.

Not saying the water looked awful btw. Just saying it didn't look as impressive as the member I replied to was suggesting.

Because You look at art.

This scene is not about color, saturation, refraction, reflections or even SSS, even though all of them are there, but its about mesh deformation and interaction with Marius.
There is no other game that has done something like this.

----
Seriously, people who are more impressed by art than tech, should not even bother commenting in tech related threads, in other way than asking questions.
For example the more impressive aspect of tech trailer are volumetric lights, physical based material properties and area lights than the whole battle scene from gif above me.
 
who is shitting on KZ's graphics? I just played BF4 on Ultra and I think Shadow Fall looks fantastic. Anyone who tries to knock it graphically is a troll.
More importantly, I really hope SF campaign is better than the campaigns in either BF4 or Crysis. It shouldnt be hard, both games have utterly dull and formulaic campaigns.
 
Because You look at art.

This scene is not about color, saturation, refraction, reflections or even SSS, even though all of them are there, but its about mesh deformation and interaction with Marius.
There is no other game that has done something like this.

But it doesn't look very good. So what's the point of it? If you're telling me they're using something that is more resource intensiveness for a less realistic and attractive end result, I'd say it's just more proof that Crytek is off base.

The water in several other games looks better and more realistic.
 
But it doesn't look very good. So what's the point of it? If you're telling me they're using something that is more resource intensiveness for a less realistic and attractive end result, I'd say it's just more proof that Crytek is off base.

The water in several other games looks better and more realistic.

Yeah, because no other game tries to do same thing as here.
And flat water without good interactions cant be called more realistic. Btw scene would look better if they've changed water color to something like this
http://www.youtube.com/watch?v=ra-ReDCa7dI&feature=player_detailpage#t=132

---
graphics in video games are art. its a matter of how well and efficiently the game's rendering tools allow the artists behind it to realize the worlds they create
No, tech is not art. Tech is countable and can be judged objectively, art is totally subjective and abstract.

You've edited Your post.
 
graphics in video games are art. its a matter of how well and efficiently the game's rendering tools allow the artists behind it to realize the worlds they create
 
Yeah, because no other game tries to do same thing as here.
And flat water without good interactions cant be called more realistic.

Flat water? What are you talking about. The water is dynamic and simulated in games like BF4, AC Black Flags, Uncharted 3 etc. Whether they react to the character with as much technical proficiency is besides the point, because the technique used in that cut-scene in Ryse does not look realistic. The deformation reaction to Marius looks geometric and non-fluid. The implementation of water looks more realistic to me in these examples.

BF4.

im61xLGD86uNx.gif


boat.gif


AC BF.

Xum0Wvd.gif


GTA V.

gta-v-gifs-water.gif
 
Flat water? What are you talking about. The water is dynamic and simulated in games like BF4, AC Black Flags, Uncharted 3 etc. Whether they react to the character with as much technical proficiency is besides the point, because the technique used in that cut-scene in Ryse does not look realistic. The deformation reaction to Marius looks geometric and non-fluid. The implementation of water looks more realistic to me in these examples.

The only game that does something similar is BF 4 and its precision is much worse.

All other games You mentioned have global ocean simulation with AC 4 having awesome looking mesh, but they do not react to objects in them.
 
Because You look at art.

This scene is not about color, saturation, refraction, reflections or even SSS, even though all of them are there, but its about mesh deformation and interaction with Marius.
There is no other game that has done something like this.

----
Seriously, people who are more impressed by art than tech, should not even bother commenting in tech related threads, in other way than asking questions.
For example the more impressive aspect of tech trailer are volumetric lights, physical based material properties and area lights than the whole battle scene from gif above me.

There's a difference between something technically impressive and actually looking good. I'm no ocean expert, but lets not pretend that I live under a rock or that I haven't seen how the ocean behaves with my own eyes. I also don't need to be a technical expert to form an opinion about water looking good or not.

To my eye, the water in that intro doesn't look too good, specially the splashes and how it interacts with Marcus, like I said already.

Also...

Seriously, people who are more impressed by art than tech, should not even bother commenting in tech related threads, in other way than asking questions.

Spare me this bullshit, please.
 
Damn, the music in that tech trailer was great. More of that please!

And can't we all agree that Ryse, KZ, and any other graphical powerhouse look wonderful in their own way?
 
That launch trailer was poorly done. While some of the scenes looked incredible I'm not interested in this game at all. Might also have to do something with my previous experience with the Killzone franchise though. I probably played a whopping 30 minutes of my KZ3 copy.
 
There's a difference between something technically impressive and actually looking good. I'm no ocean expert, but lets not pretend that I live under a rock or that I haven't seen how the ocean behaves with my own eyes. I also don't need to be a technical expert to form an opinion about water looking good or not.

To my eye, the water in that intro doesn't look too good, specially the splashes and how it interacts with Marcus, like I said already.

Also...



Spare me this bullshit, please.
Ok, so show me the game with better object interaction with water if this does not look good.

And thats not bullshit. I hope that they will be some moderation in technology comparison thread that Dictator will make, because seeing 'lols', '720p' and other stupid comments will only detract from genuinely interesting discussion.
 
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...)

I'm only talking about the very first opening level in Crysis 3. If you can show me a light that is casting a shadow and screenshot it. I'll give you a cookie.. ;)


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 got plenty of screenshots.. I'm ready! ;)
 
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

---
Also Metro does not have Area Lights.

Please don't mistake light maps for real lights casting shadows. The only way to tell is to move the light or place an object in front of the light and see the light emit a shadow.

And prove that Metro does NOT have area lights please.
 
Ok, so show me the game with better object interaction with water if this does not look good.

And thats not bullshit. I hope that they will be some moderation in technology comparison thread that Dictator will make, because seeing 'lols', '720p' and other stupid comments will only detract from genuinely interesting discussion.

Who else is contributing to the FPS tech thread? I know you're doing CryEngine, VFX_Veteran is doing Metro, I'm doing Shadow Fall.
 
I'm only talking about the very first opening level in Crysis 3. If you can show me a light that is casting a shadow and screenshot it. I'll give you a cookie.. ;)

All of these screenshots taken with in the first five mins or so if you speed run. Shadows from the moon outside on all objects, shadows from random lights every where, multiple shadow casters indoors, area lights in the small rooms casting shadows, etc...

Are you sure you were playing crysis 3?
I think you owe me a cookie.
 
KZ SF Demo Postmortem

Silde 32, "all our lights are area lights"

Only volumetric lighting though, no volumetric smoke effects

Let me be very clear on what I consider a true area light.

That is a light that has an irregular shape in the world, and casts soft shadows on moving objects and also reflects on materials the exact shape of the geometric light.

What I do NOT consider an area light is a light that has a geometric shape and does NOT cast dynamic soft shadows, does NOT have a geometric specular highlight on materials that reflect it and or isn't irregular in shape (i.e. an overhead circular light or flashlight isn't an area light).
 
Let me be very clear on what I consider a true area light.

That is a light that has an irregular shape in the world, and casts soft shadows on moving objects and also reflects on materials the exact shape of the geometric light.

What I do NOT consider an area light is a light that has a geometric shape and does NOT cast dynamic soft shadows, does NOT have a geometric specular highlight on materials that reflect it and or isn't irregular in shape (i.e. an overhead circular light or flashlight isn't an area light).

That is excatly what the area light implementations in KZSF and Crysis 3 do. ?!
 
All of these screenshots taken with in the first five mins or so if you speed run. Shadows from the moon outside on all objects, shadows from random lights every where, multiple shadow casters indoors, area lights in the small rooms casting shadows, etc...

Are you sure you were playing crysis 3?

I think you owe me a cookie.

I am so sorry man. I could swear yesterday that I wasn't getting any shadows. I had the graphics settings on VERY HIGH. But for some reason I was wondering why I wasn't getting any. I can now see them all -- and my character's shadow (which was missing before).

I do owe you a cookie! :D
 
That is excatly what the area light implementations in KZSF and Crysis 3 do. ?!

Well, now that I owe you a cookie, you still haven't proven an area light in Crysis 3. I'm waiting to see that. As I played through that game and looked for them and could not for the life of me find any. I also didn't find any lit particles like in the tech demo. Nor did I find any displacement mapping. There are a lot of angular surfaces in Crysis 3.
 
I don't know about anyone else, but I'm most excited about the level design and gameplay. Being able to tackle enemies head-on or stealth in is awesome, the AI looks very good as usual, the OWL looks like it brings a lot of gameplay variety to the table, and it looks like a more intelligent, more interesting, better-paced FPS which harkens back to the likes of Dark Forces, Goldeneye and Half Life 2.
At the Normal difficulties I've been seeing, the AI looks dumb as fucking rocks.

But no matter. I'm here for the multiplayer. I hope some of the MP is set around those beautiful buildings with the blue glass.
 
Well, now that I owe you a cookie, you still haven't proven an area light in Crysis 3. I'm waiting to see that. As I played through that game and looked for them and could not for the life of me find any. I also didn't find any lit particles like in the tech demo. Nor did I find any displacement mapping. There are a lot of angular surfaces in Crysis 3.
Here is my recording of a vid in the early level of Crysis 3. I wanted to see if this rectangular light was indeed an area light.. nope.

http://www.youtube.com/watch?v=kopGn8Jiyic&feature=youtu.be

Here is 1 example of an area light:

Non-area light version of the same light type (AKA, inconsistent art at times):

Lights coloring and lighting up particles (look at the smoke color.. it is dynamically changed...):

Displacement mapping: Both of the pixel shader and tesslator unit variety, as well as general rounded edge tesselation.

Looking for area lights in Crysis 3 is hard at time based upon the fact there are only about 200 or so of them.. and due to the fact that the game has a lot of very diffuse and bumpy surfaces... those widen and make more circular the specular shape.

Another way to look is to look at the area which the light covers. If it has straight edges, covers a rectangular area, etc...
 
Wtf?? I will go back and play this again.. I wonder if I'm not on MAX settings or if the 3D is messing it up.. brb guys!

If You were on Low settings in-game and changed settings to Medium/High/Very High lights wont cast shadows. Dunno why is this that way, but it is. You need to reload save point to update it. Its the only settings from those i noticed that do not change correctly in real-time ingame.

Btw i've run through some sections of Crysis 3 opening level and couldnt find a light that didnt cast a shadow.
http://youtu.be/M8JI6GDFQ30

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Lit particles
http://www.youtube.com/watch?v=vhVrvxNI0SU
http://www.youtube.com/watch?v=a9oFuSwmimo

Here in the first level
http://i2.minus.com/ihSn25DTodij4.png
http://i2.minus.com/iYSafIFFUw3SZ.png
http://i3.minus.com/i6zNH9c4atJ8z.png
 
Here is 1 example of an area light:

Yep. That's an area light. Does that area light cast a soft shadow that fades into the distance?

Non-area light version of the same light type (AKA, inconsistent art at times):

I see more of these than the former unfortunately.

Lights coloring and lighting up particles (look at the smoke color.. it is dynamically changed...):

I'm not talking about lighted smoke (which is just sprites) but the actual sparks lighting up geometry around them. In this photo, it shows that they aren't.

Displacement mapping: Both of the pixel shader and tesslator unit variety, as well as general rounded edge tesselation.

Yeap, I remember that level with the trees... and unfortunately, that's the only place in the entire game that has it. Everywhere else it's not used on almost every asset. Look at the pipes and screws all having low polys. In Tomb Raider, almost everything is displaced.

You have proven that Crysis 3 uses some form of area lights, and displacement mapping (no POM), and casts shadows on only objects that you can pick up and throw as well as characters and enemies. I see no evidence of sparks (like in the tech demo) that illuminate geometry when they fall and dissipate.

Overall, I'm not very impressed with them using the tech very sparringly. It proves to me that the game's assets were mainly developed for current-gen consoles and they only sprinkled a few advanced features here and there for the PC.

I hope in the future when they develop for next-gen, that they'll put more of these next-gen features into games so we can see how incredible the engine is. It's definitely a next-gen engine for sure.
 
If You were on Low settings in-game and changed settings to Medium/High/Very High lights wont cast shadows. Dunno why is this that way, but it is. You need to reload save point to update it. Its the only settings from those i noticed that do not change correctly in real-time ingame.

That's it!! I had just installed the game and all the settings were low and I changed them and started a campaign. Went back this afternoon and voila! Shadows! Btw, let's be clear, even though a light can cast a shadow doesn't mean that every object is tagged as 'shadow-casting'. Crysis 3 tags very few objects as shadow-casting, thereby destorying the illusion of a real lit scene.

Here is a vid I made of Metro which has far superior lighting and EVERY object is tagged as casting a shadow.

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


Sorry for the misunderstanding. I'm talking about particles like sparks that are themselves light sources.

http://www.youtube.com/watch?v=Y0ffBZI5PpM

Look at 2:11 on the left side of the screen. Those sparks are themselves light sources.
 
Yep. That's an area light. Does that area light cast a soft shadow that fades into the distance?

Every Area Light casts penumbra shadows.

Sorry for the misunderstanding. I'm talking about particles like sparks that are themselves light sources.

http://www.youtube.com/watch?v=Y0ffBZI5PpM

Look at 2:11 on the left side of the screen. Those sparks are themselves light sources.
Yeah, they set them up this way. Most sparks in Crysis 3 are treated as one light source, but some particles like from Volt gun or all Alien guns are treated as light sources.

--
Btw, let's be clear, even though a light can cast a shadow doesn't mean that every object is tagged as 'shadow-casting'. Crysis 3 tags very few objects as shadow-casting, thereby destorying the illusion of a real lit scene.

What objects do not cast shadows?
In Crysis 2 everything cast shadows, why Crysis 3 would be different? I havent seen a geometry that does not cast shadows to be honest.
 
Yep. That's an area light. Does that area light cast a soft shadow that fades into the distance?
Yep.
I'm not talking about lighted smoke (which is just sprites) but the actual sparks lighting up geometry around them. In this photo, it shows that they aren't.
Aye, there are not many of those in the game (easily reproduced in the editor obviously). Ones that I can think of are the sparks that fly out of the the attachable grenade launcher after it fires. Otherwise, the sparks just use emissive tags usually.
You have proven that Crysis 3 uses some form of area lights, and displacement mapping (no POM), and casts shadows on only objects that you can pick up and throw as well as characters and enemies.
There is so much POM in the game on so many surfaces.. I do not think I should have to point that out.
Crysis 3 tags very few objects as shadow-casting, thereby destorying the illusion of a real lit scene.

Here is a vid I made of Metro which has far superior lighting and EVERY object is tagged as casting a shadow.

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

Basically every single object in a scene in Crysis 3 cast shadows... before you keep positing things which are proven to be incorrect, please post the evidence of these wide spread cases of graphical problems. It does not help that I have to constantly load up the game to defend something against non-backed up accusations.
 
Are you sure you are not thinking of normal mapping? POM has a distinct feature of moving when your eye is at a sharp angle (ie the parallax breaks down). It also has self shadowing.

I will digress from this conversation since it appears you are getting frustrated. In any case, my opinion still stands. Crysis 3 has the capabilities but they are shown very sparringly compared to other PC games like Metro (which doesn't help it's case when being compared to KZSF)
 
Are you sure you are not thinking of normal mapping? POM has a distinct feature of moving when your eye is at a sharp angle (ie the parallax breaks down). It also has self shadowing.
POM:

I will digress from this conversation since it appears you are getting frustrated.

Not getting frustrated with the conversation, just partially with your posting claims but not backing them up. I then have to fire up the game, prove a point, and then upload some image, etc...
It is tedious :(

In any case, my opinion still stands. Crysis 3 has the capabilities but they are shown very sparringly compared to other PC games like Metro (which doesn't help it's case when being compared to KZSF)

That is the thing, it is an opinion which you keep reinforcing with unsubstantiated evidence. Metro and Crysis 3 are both equally complex games IMO, with some features being better in the other and vice versa.

I really wish you would just post evidence before making claims.

For example, if I wanted to make some comment like, "most light sources in Metro are shadow casting, but it can be inconsistently applied:" I would back it up with evidence, like the following:

One room with shadows and an overhead light:

The next room without shadows but still has an overhead light:
 
Dictator,

I understand your frustration, and apologize in advance.

My problem is that Crysis 3's tech demo was spectacular and yet the game didn't show anywhere near that kind of capability in the majority of the game.

You pointed out that the game has displacement, but had to go all the way to the tree level to prove it. Here is another tree in another level that I made..

https://www.youtube.com/watch?v=pkkscYLysZA

Not even close to the one you showed me.

The POM is only on certain surfaces.

The area lights are there, but only on certain walls and they are stationary. Not like the tech demo displaying a lit monitor moving.

Detailed texturing only on the leaves but not seen on walls, rocks, or other surfaces.

I haven't observed any real-time reflections like in KZ:SF yet they put that in one of the last levels in Crysis 2 as an afterthought.

I want a next-gen game where within 5 minutes of moving around any level, I can see good tech. Crysis 3 seems like it was made with current-gen in mind and they didn't have enough time to go back and redo the assets for the PC.
 
I want a next-gen game where within 5 minutes of moving around any level, I can see good tech. Crysis 3 seems like it was made with current-gen in mind and they didn't have enough time to go back and redo the assets for the PC.
Now you have to show us that every single asset in Metro is a high detailed mesh with high resolution textures and that every light casts shadows. Although Dictator already demonstrated the latter statement false.
 
Dictator,

I understand your frustration, and apologize in advance.

My problem is that Crysis 3's tech demo was spectacular and yet the game didn't show anywhere near that kind of capability in the majority of the game.

You pointed out that the game has displacement, but had to go all the way to the tree level to prove it. Here is another tree in another level that I made..

https://www.youtube.com/watch?v=pkkscYLysZA

Not even close to the one you showed me.

The POM is only on certain surfaces.

The area lights are there, but only on certain walls and they are stationary. Not like the tech demo displaying a lit monitor moving.

Detailed texturing only on the leaves but not seen on walls, rocks, or other surfaces.

I haven't observed any real-time reflections like in KZ:SF yet they put that in one of the last levels in Crysis 2 as an afterthought.

I want a next-gen game where within 5 minutes of moving around any level, I can see good tech. Crysis 3 seems like it was made with current-gen in mind and they didn't have enough time to go back and redo the assets for the PC.
Responses:
1. POM only on "certain" surfaces:

Please load up the game and find all the evidence of the "majority" of surfaces that do not use POM.

From my experience... and screenshots... the game uses it all over the place
2. "No SSR" in Crysis 3:
Every surface in Crysis 3 uses SSR. The surface, quite logically, has to have a certain level of specular and gloss for it to show.
So all metals, shiny plastisc, water, almost everything in the game uses SSR. You can find it all the time... every where.

3. "Area lights not moving" or something
I think this has been explained before... but the reason why there are few area lights and even fewer moving Area lights in the game is due to thetime in development when they added that tech in.
They do not have moving flying around area light panels because the game did not have flying panels and the like. There is no reason to add some totally out of place scene just to show moving and flying area light panels.

Please please please start posting screenshots when you make statements about what or what not a game does. It can be very frustrating.
 
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