It's amazing how dated this video looks just a few years later, and I remember being particularly impressed by it at the time.
i cannot believe you're actually critical about the look of a goblin; it's a goblin
70 people worked on just this tech demo, 70! What a waste of money.
70 people worked on just this tech demo, 70! What a waste of money.
Is this really suppose to be a comedy game? I'm all for it if it is.
It's not like the programmers made an engine just for the tech demo. They were making their PS4 engine and use the demo to prototype the features. Similarly with the artists (as someone else pointed out) they figure out the skin shaders and particle effects and take those through to polish. Some of those may be used for a future game but even if they're not, the content creators now have the process down and can work more quickly on future content.
So just because you don't understand how/why something was done, doesn't mean it was a waste.
This is the best thing David Cage has ever written.
In the current demo, there are about a million polygons in the set, and a little less than a million per character on the screen (i.e. a total of 4 million when the three characters are on the screen). Each character has about 350 MB of textures and about forty different shaders. Its all managed with Physically Based Shaders, volumetric lights, full HDR, Color Grading, Physical Lenses (particularly useful for chromatic aberrations and 3D depth of field), and translucence for more realistic rendering of the skin. The change of set and all the lighting (and the behavior of the shaders) between the dramatic version of the set and the studio version is done in real time. The same holds true for all pyrotechnical particle effects.
I completely understand, but You should understand what 70 people can do. This was probably done in about a year, maybe 9 months and thats ton of man hours for a demo and assets that wont be probably never used in any game.
For example Crysis 3 was done by 100 people in 23 months, whole game from scratch [pre-production, experiments etc everything included] with big engine update, new capture technology and on 3 platforms.
Cage commented on the tech
http://blog.us.playstation.com/2013/06/11/the-dark-sorcerer-a-next-gen-comedy/
There's quite a bit more info in there as well about the demo.
Its funny when I saw this on twitch yesterday that I recognized the goblin's voice, its Cole from Martin haha
Lawd
70 people worked on just this tech demo, 70! What a waste of money.
Waste... for creating engine, tools, recording pipeline, accustoming key people for working on new hw and extracting A LOT OF POWER from the PS4. They will use all of this for other PS4 titles.
Kara demo was a catalyst for creating Beyond engine and recording pipeline.
That's crazy, we're never going to see that in a real game.Cage commented on the tech
http://blog.us.playstation.com/2013/06/11/the-dark-sorcerer-a-next-gen-comedy/
There's quite a bit more info in there as well about the demo.
For the record, this is Quantic Dream first PS3 demo:
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Waste... for creating engine, tools, recording pipeline, accustoming key people for working on new hw and extracting A LOT OF POWER from the PS4. They will use all of this for other PS4 titles.
Kara demo was a catalyst for creating Beyond engine and recording pipeline.
For the record, this is Quantic Dream first PS3 demo:
And their latest game:
Imagine what the PS4 will do in 5 years oO
Thats what pre-production is for in game dev cycle.
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And this how their environments look in their latest game:
[]http://i1.minus.com/ibg7F1dt2G5Cc7.jpg[/img]
[]http://i4.minus.com/ibm4N7JdGFTpsO.jpg[/img]
Pumping all GPU budget into characters isnt really good optimization solution.
That's crazy, we're never going to see that in a real game.
But considering that today's charcters are made with even less than a 10th of that texture budget, we can expect great things.