I hereby demand a game a that looks exactly like this.
I demand it.
Next Gen MGS VR Missions.
I hereby demand a game a that looks exactly like this.
I demand it.
You can do volumetric smoke with far less than 4TF. Here's a demo made in 2009 that runs on 8800GTS (400 GFlops). It's only rendering smoke, but still, it's fully dynamic and interactive:But we dont need 20TFlops for that We can use lower precision and hacks a get around with 4TFlops Still 4TFlops for one effect wont happen for at least 7 years.
I'm guessing you've seen the numbers in the presentation slides somewhere for this, but where did you see the equivalent number for GoW:A? I'd also say that I doubt PS3 could do that many poly scene where everything is reflective and/or transparent, which was the biggest selling point for that scene. *edit* Ah, I also noticed on that video that you were probably looking at, that GPU was using just 46% of its frametime to render that polycount.- City landscape is so low poly that is actually doable on current gen consoles, as i said quite a few times in past
The polycount is 500k for whole visible geometry, with lighting [so shadows] its 670k, only 100k more than God of War: Ascention for example.
I thought they were saying the same thing here, that the DOF resolution is halved both ways, resulting in 1/4 pixels. I noticed that some people tend to say it one way and others the other way, while thinking the same thing. What I mean is, if DOF buffer on console C2 was 576x360, here the buffer is probably 960x540. If it was really quarter both ways (480x270), I think it would be way noticeable. They also wrote something about porting some point sprite based solution for this to be in full res.- Bokeh DoF has currently almost same quality as in Crysis 2 on consoles. In C2 it was half-res of 720p and in KZ:SF its 1/4 of 1080p
Hm, 4.5GB of memory... I thought Guerrilla only learned about the 4GB -> 8GB upgrade at the event like everyone else?
that was AMAZING! We need this effect in games now!
woops double post sry
Another interesting thing that I noticed from the slides - their CPU profiler has six bars. Could that mean that 6 cores are available for development with two being locked out for OS or whatever else?
Another interesting thing that I noticed from the slides - their CPU profiler has six bars. Could that mean that 6 cores are available for development with two being locked out for OS or whatever else?
Good find, that already looks pretty much good enough for most of game related purposes, even though it's clearly using far less particles than the demo I posted above.What's with that 20TF volumetric smoke ?
Stalker Clear Sky had smoke that is way cheaper and look almost the same in 2008
You people make it sound like it is some feature from future where in fact good volumetric smoke is available.
Now big clouds, very high quaality smoke that is demanding but you really don't need that to make it look good. Just look at above stalker tech demo vid. It reacts to wind circulation and it react to objects that is all you need with vl smoke effects.
gameplay test
I saw that too (mentioned it on previous page). It does look like Sony will have 6 cores for games, and 2 for the OS. Not sure if it's new thread worthy?
Still a great amount of power for games. And tbh, I think this actually puts Sony in a better position to innovate with the OS over the course of the 8-10 years. I don't own a PS3, but from what I can tell, Sony has barely changed the XMB over the years. They've added features, but the OS still essentially looks like the day it launched. I'm hoping with the PS4 Sony will continue to innovate in the OS, and not be afraid to radically change it down the road if they think it could be better.
Another interesting thing that I noticed from the slides - their CPU profiler has six bars. Could that mean that 6 cores are available for development with two being locked out for OS or whatever else?
Check some of the items where they show time in cycles and microseconds.
The simplest math is when they highlight a single item on one core, like the sAllocatorMutex::Lock slide.
It's 68,233 cycles /(1/1,000,000*42 second) = ~ 1.6 billion cycles/second.
edit:
It works the same for the soldier update slide, which has multiple packets that are handily summed up for us.
I felt like this deserved some more GIF love. Looked so cool.
I`m sorry but that Deep Down tech demo is pure bullshit.
Another interesting thing that I noticed from the slides - their CPU profiler has six bars. Could that mean that 6 cores are available for development with two being locked out for OS or whatever else?
Also, it just downed on me how it's kind of crazy that the game is already using so much memory. Just for sound it's using more than total amount of PS3s memory, and 4.5GB is probably more than any PC game I've seen. I think BF3 on Ultra is something like 3GB when you add up main+vram.
OMG! Guerrilla trademarked the secret sauce! Poor MS! XD
The guy who made this is pretty much a genius for this sort of thing though. He's also just recently made a phenomenal looking realtime raytraced demo, with full scene multi bounce reflection/refractions: http://www.youtube.com/watch?v=i8hSZGTXTx8
He works for SCEE btw.
Another interesting thing that I noticed from the slides - their CPU profiler has six bars. Could that mean that 6 cores are available for development with two being locked out for OS or whatever else?
Also, it just downed on me how it's kind of crazy that the game is already using so much memory. Just for sound it's using more than total amount of PS3s memory, and 4.5GB is probably more than any PC game I've seen. I think BF3 on Ultra is something like 3GB when you add up main+vram.
yeah, it's confirmed on b3d, also that they run at 1.6 ghz.
i guess it's good to know they are using very real ps4 hardware then.
but the fact it's only 6 cores isn't surprising either, even though some argued vehemently that even 1 cpu would be reserved.
that would put it the same as durango by rumor, maybe less in practice if durango audio chip is as whiz bang as said.
i also remember a rumor one core on ps4 was disabled for yield. possible thing to consider.
yeah, it's confirmed on b3d, also that they run at 1.6 ghz.
i guess it's good to know they are using very real ps4 hardware then.
but the fact it's only 6 cores isn't surprising either, even though some argued vehemently that even 1 cpu would be reserved.
that would put it the same as durango by rumor, maybe less in practice if durango audio chip is as whiz bang as said.
i also remember a rumor one core on ps4 was disabled for yield. possible thing to consider.
Not sure what they're comparing here to be honest. They both look...the same?
oh and for those who don't like FXAA:
"Were currently using FXAA for anti-aliasing, but were working together
with Sony ATG on a better solution more suitable for PS4. Watch out for TMAA."
where are you quoting this from?
They already use 800MB for buffers, I really doubt they would add multisample AA for the mix.
Basically everything in the scene has self reflections. (ground, characters, trees.. everything.)Btw did that aircraft in the slides have self reflections? I thought that was a long way off?
That's something that would be super cool in racing games, finally seeing the mirrors reflected in the car body
And this is a first gen game? lulz imagine what we'll get in 3 or 4 years. Sheeeeeit.
I can't understand why people are happy about this. Nothing special, run on 30 fps per second.
This demo runs on GTX 560 in 30fps in 720p win 100% GPU utilization, so on around 1.3TFflops GPU. For 60fps You need at least 2.6Tflops and probably more than 3TFlops for 1080p + some other physics, bluring, shadowing occluding etc. just for smoke.You can do volumetric smoke with far less than 4TF. Here's a demo made in 2009 that runs on 8800GTS (400 GFlops). It's only rendering smoke, but still, it's fully dynamic and interactive:
http://www.youtube.com/watch?v=ezltebzdgjI
At first it's rendered so it looks more like particles, but later on the blur is applied to give it more of a smoke appearance. Here he explains how it's done and what it can do, and says that even at the time it could have been done with 4-16x as many particles on some more high end GPU in 2009: http://directtovideo.wordpress.com/2009/10/06/a-thoroughly-modern-particle-system/
And this demo runs in less than 20fps on 680The guy who made this is pretty much a genius for this sort of thing though. He's also just recently made a phenomenal looking realtime raytraced demo, with full scene multi bounce reflection/refractions: http://www.youtube.com/watch?v=i8hSZGTXTx8
He works for SCEE btw.
Here screens from GoW:AI'm guessing you've seen the numbers in the presentation slides somewhere for this, but where did you see the equivalent number for GoW:A? I'd also say that I doubt PS3 could do that many poly scene where everything is reflective and/or transparent, which was the biggest selling point for that scene. *edit* Ah, I also noticed on that video that you were probably looking at, that GPU was using just 46% of its frametime to render that polycount. /QUOTE]
Of course this scene would look worse on current gen consoles, but its doable in terms of geometry.
I'm pretty sure its running in half-res so 576x720 or 1280x360 in C2 (a little lower, because framebuffer is subHD on consoles anyway ]. It actually looks quite good, where the DOF shot in KZ3 presentation looked very low res, You couldnt really tell the structures of "DoFed" geometry.I thought they were saying the same thing here, that the DOF resolution is halved both ways, resulting in 1/4 pixels. I noticed that some people tend to say it one way and others the other way, while thinking the same thing. What I mean is, if DOF buffer on console C2 was 576x360, here the buffer is probably 960x540. If it was really quarter both ways (480x270), I think it would be way noticeable. They also wrote something about porting some point sprite based solution for this to be in full res.
What's with that 20TF volumetric smoke ?
Stalker Clear Sky had smoke that is way cheaper and look almost the same in 2008
You people make it sound like it is some feature from future where in fact good volumetric smoke is available.
Now big clouds, very high quaality smoke that is demanding but you really don't need that to make it look good. Just look at above stalker tech demo vid. It reacts to wind circulation and it react to objects that is all you need with vl smoke effects.
gameplay test
I can't understand why people are happy about this. Nothing special, run on 30 fps per second.
They already use 800MB for buffers, I really doubt they would add multisample AA for the mix.
Because it's a most likely to be a £400 console managing it with the ease of just putting in discs and not having a £700-800 gaming PC with installations and configurations to be dealing with.
The lighting is special. The ray tracing is quite nice. Compared to generations past, a lot of first gen games didn't hold a candle to later generation games. This looks quite nice already and 4 years from now the PS4 will shit all over it.
This looks very nice, but smoke seems to simulated in around 15fps, also its very low quality, so made from small amount of particles. It reminds me physx smoke, but a little more refined. Still looks quite good, i would want, in future games, to have at least in some static sections [like shown in Stalker] such a smoke to play with
I hereby demand a game a that looks exactly like this.
I demand it.
you forgot blue screen, drivers conflict, wasd lolmao and I can go on. You pay (maybe) 400£ but games and accessories cost more
you can see partial ray tracing even on Crysis 2, date 2011. Nothing new here.
Now we have a game that will be out at the end of this year and run and look worse than Crysis 3.
OUR PRAYERS HAVE BEEN ANSWERED!!
https://twitter.com/killzone/status/334570113867059201
"Sev and Rico's story has been wrapped up, so you're not likely to see them again."
HALLELUJAH! They're answering a lot of questions right now over at Twitter lately.
you forgot blue screen, drivers conflict, wasd lolmao and I can go on. You pay (maybe) 400£ but games and accessories cost more
you can see partial ray tracing even on Crysis 2, date 2011. Nothing new here.
Now we have a game that will be out at the end of this year and run and look worse than Crysis 3.
OUR PRAYERS HAVE BEEN ANSWERED!!
https://twitter.com/killzone/status/334570113867059201
"Sev and Rico's story has been wrapped up, so you're not likely to see them again."
HALLELUJAH! They're answering a lot of questions right now over at Twitter lately.
Wow, those pics show just how big of an upgrade Shadow Fall is.
Most likely, yes.One of the slides mentions 'no multisampling for now' which suggests they're thinking about it.
The memory consumption of the render buffers is large, but they have memory to burn at the moment - and presumably MSAA would only be applied to some of the buffers. Bandwidth might be the bigger thing here.
Crysis 3 used 9 raymarched samples for screen space reflections, KZ4 does something well beyond that.you can see partial ray tracing even on Crysis 2, date 2011. Nothing new here.
I want the whole game to look like this:
Crysis 3 used 9 raymarched samples for screen space reflections, KZ4 does something well beyond that.
GG are pretty great with graphics but yeah I have high hopes generally too. Even for launch still!
I can't understand why people are happy about this. Nothing special, run on 30 fps per second.
The reflection-mapping across the city's many skyscrapers may be mesmerising on first sight, but on closer analysis it's clear these surfaces aren't mirroring nearby geometry at all. Instead, Shadow Fall uses a substituted background layer of unrelated buildings to fake the effect, with no passing aircraft factoring in.
from digital foundry, you mean this? ^_^