The Technomancer
card-carrying scientician
Impressive gifs. Now show me an entire game made like that.
We don't even have a direct feed of Killzone yet. It's all been based off streams with tons of compression as far as I know.
Almost for sure in-engine, albeit not gameplay.
^ Is the only thing that really impressed me visually, and I am almost certain its CG. =/
Why are people negating Watch Dogs because it was running on a PC? PS4 will easily run that shit.
The fake hud in the Capcom game is amazing :lol
With that sort of thread title, why wouldn't I scoff at it? It's just ridiculous. ;P
The graphics in that capcom game are about on par with Metro 2033 running at max settings on pc.
The graphics in that capcom game are about on par with Metro 2033 running at max settings on pc.
There's lots of different movie-level CGI out there, not just the kind you aspire to and achieve. And you know that.With that sort of thread title, why wouldn't I scoff at it? It's just ridiculous. ;P
Hey look guys, I found a screen shot of Quantic Dream's new Iron Man game for the PS4. This must be game engine, since I see HUD(s) on the screen
I foresee these gifs being spammed a lot over the coming months.
Surely you aren't serious.The graphics in that capcom game are about on par with Metro 2033 running at max settings on pc.
i wish the games looked more exciting, but the first 2 killzone ones in the OP are indeed impressive, love to see some Vanqush/Mirror's Edge type shit looking like that
you don't say
I'd trust Quantic Dreams to be able to match that shot.
I foresee these gifs being spammed a lot over the coming months.
We don't even have a direct feed of Killzone yet. It's all been based off streams with tons of compression as far as I know.
I still can't get over the detail in this scene. It's so dense with so many reflective surfaces. It's the first time a game city from above has actually looked like a full fledged city to me.
I expected it to at least move or change weapons lol
Not that impressive.
Just precomputed cube maps on not that high polygon meshes.
The sections on the ground on the other hand had screen space reflections (which is cool).
Did Ono say Deep Down was running on ps4 hardware, or just a target?
Anyone?
Not that impressive.
Just precomputed cube maps on not that high polygon meshes.
The sections on the ground on the other hand had screen space reflections (which is cool).
Not that impressive.
Just precomputed cube maps on not that high polygon meshes.
The sections on the ground on the other hand had screen space reflections (which is cool).
Not that impressive.
Just precomputed cube maps on not that high polygon meshes.
On that note, that makes me realize it's WAY easier to look amazing in .gif form versus the real deal at full resolution. I'm sure the difference would be night and day between "X" and Killzone there, but in gif form? X doesn't look too far behind, or at least still looks really impressive.i wish the games looked more exciting, but the first 2 killzone ones in the OP are indeed impressive, love to see some Vanqush/Mirror's Edge type shit looking like that
you don't say
http://assets2.ignimgs.com/2008/07/...neration-images-20080723104207172-2485447.jpg
my OP specifically mentions "resident evil cgi movies".
so I'll post some images. easily better looking.
Hey I've always meant to ask, let's take a movie like Rango which is entirely CGI, what would the average number of calculations per frame be by your reckoning?
Vital statistics
Total shots in film: 1,547
Total shots featuring Rango: 1,068
Total animation shots: 1,528
Animation man-hours: 79,724
Rate of animation: Two weeks for five seconds
Longest shot: 1,505 frames
Shots per night: 350 at peak
Render time: 120 million hours (13,670 years)
Render farm: Total processors 5,500, plus approx 3,000 high-end desktop systems used as needed (generally at night). Rango was one of up to eight large shows going through the facility over the course of its production.
Average time per shot: 12 hours to complete and render all the elements in one frame
Storage: 371TB during peak production, although the entire show was never online at one time
These honestly look pretty bad in comparison to the first 2 GIFs you posted.
Not that impressive.
Just precomputed cube maps on not that high polygon meshes.
The sections on the ground on the other hand had screen space reflections (which is cool).
Yeah, I never said it was gameplay.
The animations are too smooth for regular gameplay at the moment.
There's an article about it here: http://www.3dworldmag.com/2012/02/20/ilm-reveals-the-making-of-rango/
The graphics in that capcom game are about on par with Metro 2033 running at max settings on pc.
The graphics in that capcom game are about on par with Metro 2033 running at max settings on pc.
I read in another thread that Guerilla may have only been working with 4 GB of RAM while working on this. Is there any validity to that?
There's an article about it here: http://www.3dworldmag.com/2012/02/20/ilm-reveals-the-making-of-rango/