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#51 |
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Grumpy Mod
Join Date: Dec 2004
Location: In a pretty pink padded cell
Posts: 25,994
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The original game had a revolutionary new lighting model called irradiance slices, that provides a rough approximation of global illumination more sophisticated and realistic than SSAO. SSAO would be a step backwards, except maybe for point-lights which had no AO in LBP. That said, Alex Evans said they have a new lighting engine, which I guess is an advance on the first.
It does look awesome though, in textures, lighting, and IQ. Should be a landmark title for this generation regards photorealism.
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Shifty Geezer ... Tolerance for internet moronism is exhausted. Anyone talking about people's attitudes in the Console fora, rather than games and technology, will feel my wrath. Read the FAQ to remind yourself how to behave and avoid unsightly incidents. |
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#52 |
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Grumpy Mod
Join Date: Dec 2004
Location: In a pretty pink padded cell
Posts: 25,994
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LBP was MM's first ever PS3 title. It's unlikely they were fabulously optimised, and rewriting core components has probably freed up a lot of cycles to spend on making the sequel even better, which is typical of game development.
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Shifty Geezer ... Tolerance for internet moronism is exhausted. Anyone talking about people's attitudes in the Console fora, rather than games and technology, will feel my wrath. Read the FAQ to remind yourself how to behave and avoid unsightly incidents. |
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#53 |
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Member
Join Date: Jun 2008
Posts: 716
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Oh, so Shifty G would soon become "LittleBigMod 2". Awesome.
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#54 | |
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Regular
Join Date: Jun 2005
Posts: 24,914
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LBP2 will support keyboard and mouse !
http://ps3.nowgamer.com/news/3117/lb...e-and-keyboard Quote:
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My wife pays up to hundreds of dollars for paintings we just hang on the wall They do nothing, just hang their. Journey is interactive, so it does more than our paintings. Art can be expensive! Get over it! -- 3rdamention@GAF |
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#55 |
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Interwebz Hijacker !
Join Date: Mar 2009
Location: Liverpool
Posts: 2,977
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That's nice..but don't really see any use for them as long as the interface remains the same ie. the one built for a controller.
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#56 |
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Now Officially a Top 10 Poster
Join Date: May 2006
Location: Maastricht, The Netherlands
Posts: 12,879
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Why are you saying that? You don't think that the interface they currently have could be very efficientely controlled with a mouse? Because if you do think that, I very strongly disagree! Any function currently done with the analog stick can typically be done better with the mouse, like drawing materials, placing textures and so on. Obviously though there is going to be stuff added that makes the mouse even more useful - for instance, you can now 'draw' properly in the creator, and you can do that better with the mouse.
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#57 |
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Regular
Join Date: Jun 2005
Posts: 24,914
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It is probably an offshoot from the PS Move integration since both the mouse and the motion controller are direct manipulation devices, whereas the Dual Shock is less effective as a direct pointing device (e.g, drag and drop multiple bots).
Since LBP2 allows for "cutscenes", text input for story telling will be more convenient on the keyboard. I'd say KB and mouse are important for heavy duty creation. The PS Move 3D manipulation may come in handy too, for constructing 3D architectures. Remember Anton and Dr. Mark's 3D blocks placement demo ? EDIT: Keyboard can also help non-native English speaking gamers to communicate better.
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My wife pays up to hundreds of dollars for paintings we just hang on the wall They do nothing, just hang their. Journey is interactive, so it does more than our paintings. Art can be expensive! Get over it! -- 3rdamention@GAF |
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#58 | |
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Interwebz Hijacker !
Join Date: Mar 2009
Location: Liverpool
Posts: 2,977
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Quote:
What I'm saying is that it still won't have the 'full potential' as the interface is designed for the controller from start. And drawing a straight line is better with an analogue btw
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#59 |
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Senior Member
Join Date: Sep 2002
Posts: 3,891
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faster stronger better
I got that message and even the trailer is better
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#60 | |
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Now Officially a Top 10 Poster
Join Date: May 2006
Location: Maastricht, The Netherlands
Posts: 12,879
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Quote:
You don't know that - even the analog stick can draw a straight line more easily because LBP's editor supports a grid system. A grid system will make it easy to draw a straight line with the mouse as well. |
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#61 |
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Junior Member
Join Date: Feb 2010
Posts: 35
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The keyboard support is even in LBP 1 i don't see any revolution except the Mouse support (more responsive than the Sixaxis/DS 3).
Except that i see a lot of improvement in every aspect of the game (firstly the IQ is very good), the use of MLAA seem to be superb too. I love this game. |
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#62 |
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Senior Member
Join Date: Nov 2007
Posts: 1,375
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#63 |
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Interwebz Hijacker !
Join Date: Mar 2009
Location: Liverpool
Posts: 2,977
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Quite a bit of a difference.
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wookies love cookies ! |
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#64 | |||
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Grumpy Mod
Join Date: Dec 2004
Location: In a pretty pink padded cell
Posts: 25,994
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Quote:
Quote:
Quote:
__________________
Shifty Geezer ... Tolerance for internet moronism is exhausted. Anyone talking about people's attitudes in the Console fora, rather than games and technology, will feel my wrath. Read the FAQ to remind yourself how to behave and avoid unsightly incidents. |
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#65 |
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Senior Member
Join Date: Jun 2007
Posts: 1,026
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![]() Some more here: http://www.flickr.com/photos/s3ntry9...7624037447628/ Note: taken from GAF credit to Sentry |
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#66 |
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Senior Member
Join Date: May 2004
Location: Tokyo
Posts: 2,120
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I was hyped already from the trailer. But I just watched that Interview video with Alex Evans. And now I am REALLY excited!
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#67 |
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Senior Member
Join Date: Jun 2007
Posts: 1,026
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Looks like AA is not being applied to some edges in this shot any reason why?
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#68 |
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Grumpy Mod
Join Date: Dec 2004
Location: In a pretty pink padded cell
Posts: 25,994
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As the ibjects not receiving AA are the 'ropes,' I can only assume at the moment they are being drawn after the AA phase. Which doesn't make a great deal of sense!
I really hope they have good rope mechanics. Most roping games have been very poor in my experience, but a game called "Fury of the Furries" on Amiga had some superb rope play that made it extremely fun to swing around a level. That was achieved in part by disregarding the laws of physics and allowing the player to hold a postion at an angle against gravity.
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Shifty Geezer ... Tolerance for internet moronism is exhausted. Anyone talking about people's attitudes in the Console fora, rather than games and technology, will feel my wrath. Read the FAQ to remind yourself how to behave and avoid unsightly incidents. |
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#69 |
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Member
Join Date: Apr 2004
Location: Australia
Posts: 2,342
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Wow, I'm getting a Monster Inc. vibe from some of the screens, irradiance slice is really something else! Is this lighting model too much for a game like Uncharted 2 or Killzone 2 to handle though?
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#70 | |
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Senior Member
Join Date: Apr 2007
Posts: 3,056
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Quote:
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#71 |
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Senior Member
Join Date: Apr 2007
Posts: 3,056
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#72 | |
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Grumpy Mod
Join Date: Dec 2004
Location: In a pretty pink padded cell
Posts: 25,994
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Quote:
No, that didn't have it. I can't explain why. I'd need to play 'Fury of the Furries' again to pinpoint what made it shine. Perhaps it was the level design? Edit : I had a quick look at some YouTube clicks. This one is a 2.5 hours playthrough! Just jumping through it, at 30 minutes you can see the rope in action, both holding the Furry out to the side, and then being able to work upside down. It was an utterly unrealstic method, but lead to a very fun mechanic - something modern phyiscs engines seem to have a neegative impact on.
__________________
Shifty Geezer ... Tolerance for internet moronism is exhausted. Anyone talking about people's attitudes in the Console fora, rather than games and technology, will feel my wrath. Read the FAQ to remind yourself how to behave and avoid unsightly incidents. |
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#73 | ||
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Senior Member
Join Date: Jun 2006
Location: Michigan
Posts: 1,576
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Another good interview. This time with Alex Evans.
Quote:
Thought this was interesting as well: Quote:
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#74 |
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Regular
Join Date: Jun 2005
Posts: 24,914
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I'd say Sony should make QR code standard for PS3. I should not need to type in promo-codes. They should be able to encode special deals and virtual items in events and print advertisement with QR code or barcode. It's one of the features I thought should be standard in PSEye (and Natal too) !
__________________
My wife pays up to hundreds of dollars for paintings we just hang on the wall They do nothing, just hang their. Journey is interactive, so it does more than our paintings. Art can be expensive! Get over it! -- 3rdamention@GAF |
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#75 | |
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Member
Join Date: Apr 2004
Location: Australia
Posts: 2,342
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