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#1 |
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i have a monster
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Mobile Suit Gundam (as seen the demo on E3 (probably cgi version?)
anyway, you can find on IGN the realtime demo in alpha stage i presume aparently it only uses the cell with without the spe's http://media.ps3.ign.com/media/748/748465/vids_1.html |
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#2 |
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Hoopy Frood
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Certainly looks pretty enough and nicely detailed, if pretty stilted right now. (Acceptable for an Alpha, certainly.)
I'm mainly hoping that the game will give some decent movement and animation, offer the kind of worldscape-destruction people who play giant mecha games yearn for ( |
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#3 | ||
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Artist formely known as Vysez
Join Date: Mar 2004
Location: Paris, France
Posts: 3,899
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Quote:
Better quote them than paraphrase them, so: Quote:
__________________
- Power corrupts and absolute power is kinda neat. - If at first you don't succeed, put it out for beta test. --Internets |
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#4 |
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Hoopy Frood
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Right, but much of the time that's a design direction rather than anything technical, so... it's not like I can automatically fill the gaps with things I want to see there.
Along other mech lines, From Software showed off their own stuff too, which I call attention to mainly for the screenshots like this that we can see presented at 1980x1080 and most importantly... it does not seem to have AA applied. Is this about what we can expect to see in both character detail (and mechs have lots of straight edges and sharp angles to examine AA) and background as a base state? If so... not too shabby. Still noticable, but one wonders how much it would be in motion, and how it would be affected by even light treatment techniques. |
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#5 | |
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Artist formely known as Vysez
Join Date: Mar 2004
Location: Paris, France
Posts: 3,899
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Quote:
__________________
- Power corrupts and absolute power is kinda neat. - If at first you don't succeed, put it out for beta test. --Internets |
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#6 | |
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Unruly Member
Join Date: Jul 2004
Location: Minato-ku, Tokyo
Posts: 4,705
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Quote:
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#7 |
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Hoopy Frood
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No, not bad in motion either. Still some shimmer, though, but I'm not sure if that makes me irritated at still seeing shimmer, or excited that this can all be presented in real time!
Curiously, though, one of the mech shots (at 0:47 - the one right before this shot) shows some disparity with the ultra-closeup that follows. It looks notably worse from an AA respect and you can certainly see some crawling (minimal in the 0:48-49 zooming--mainly around the eye) which makes me curious as to what's going on. How much of it all is video compression and downsampling versus what might be going on in the game, me wonder? |
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#8 | ||
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Me me me
Join Date: Apr 2002
Posts: 15,348
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Can only imagine ZOE on PS3. |
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#9 |
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Member
Join Date: Jun 2005
Posts: 671
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It looks very nice, sharp and exactly like promised allthough far from done. The only thing a little less realistic is the smoke from the bullets hitting those buildings but it's still alpha stage so.
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#10 | ||
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Member
Join Date: May 2005
Posts: 186
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Quote:
Quote:
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Now Playing: Pop'n Music 11 |
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#11 | |
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Member
Join Date: Jun 2005
Posts: 671
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Quote:
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#12 | |
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Artist formely known as Vysez
Join Date: Mar 2004
Location: Paris, France
Posts: 3,899
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Quote:
But if the destructions are the classical animated meshes stuff we have in today games, then I have to say that I'm not impressed at all.
__________________
- Power corrupts and absolute power is kinda neat. - If at first you don't succeed, put it out for beta test. --Internets |
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#13 | |
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Member
Join Date: May 2005
Posts: 186
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Quote:
- RSX only expected in December - The XDR is still 2.4 Gbps. (Well... Cell is still 2.4Ghz here) Will increase to 3.2 Gbps in final hardware. - No FlexIO yet. Current system uses the 5 GB/s south bridge to connect to G70 with PCIe x4, providing 2 GB/s downstream. FlexIO will privide 20 GB/s downstream. - In PS2, firmware loads the machine and the disc loads the OS and library. In PS3, firmware loads a 'hypervisor', a VMM(virtual machine manager). Games run on their own 'guest OS'. (devs correct me if mistaken)
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Now Playing: Pop'n Music 11 |
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#14 |
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Member
Join Date: Feb 2005
Location: Ohio
Posts: 629
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Between buying a x360 for Chrome Hounds and this on the ps3 Im going to be broke. Mech games are my weak spot. Looks really really nice.
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#15 |
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i have a monster
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some clearer pics:
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#16 | |
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Member
Join Date: May 2005
Posts: 186
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Quote:
__________________
Now Playing: Pop'n Music 11 |
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#17 | ||
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Member
Join Date: Feb 2005
Location: Ohio
Posts: 629
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Quote:
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#18 | |
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Senior Member
Join Date: Feb 2003
Location: Sheppey, UK
Posts: 1,439
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Quote:
N OS's then run under the hypervisor, an app then runs as a client of the OS. If we take a 'normal' OS Code:
Level Name Example use 0 Hypervisor OS Manager 1 Kernel Linux Kernel 2 User Open Office
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Riding the stormy ship called indie game development |
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#19 | |
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Junior Member
Join Date: Jun 2005
Posts: 84
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Quote:
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#20 |
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Member
Join Date: May 2005
Posts: 186
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Thank you Deano for the clarification.
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Now Playing: Pop'n Music 11 |
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#21 |
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Regular
Join Date: Dec 2004
Posts: 5,670
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It's fairly shocking that Bandai have got so close to the E3 prerendered demo. The (very high) geometry on the mechs seems intact. A pleasant surprise
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#22 |
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Member
Join Date: Feb 2005
Posts: 836
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I have a crazy notion I'd like to throw out that I'm already doubtfu aboutl...but I just want to test the waters with...
In one of the vids off Ign there is a very noticeable amount of flickering going on everywhere in this Gundam game. It could be artifacting in the vid from a bad encode...de-interlacing filter error perhaps... It could be the flicker you see when TAA breaks down because the FPS isn't high enough. (and you've set a low limit...but who's to say just what the rules are...if this is Nvidia's spin on TAA in a closed box environment) I know the latter is less likely because: 1. AA may be the last thing on these devs minds this early in development 2. TAA may be something that it totally proprietary to ATI 3. I think I only see the flickering in one of the vids which may be the most telling thing... 4. TAA just won't work too well if the FPS dips below 60FPS so only games that can... I'm curious as to just how likely or unlikely it is TAA being used. Is TAA ATI's sole property or can Nvidia use it or something similar to it. The reason I'd like to know if TAA could be used at all on the PS3 is because it may be the means by which the console can handle 4X AA in high def...I should say it may be the way 4X AA can be used pretty freely although not as freely as what the Xenos's daughter die allows. 2x TAA = 4X AA and this seems to be the upper limit of what next gen consoles are expected to do. 2X AA or TAA on the RSX which looks to be a fair bit more powerful than the 7800 GTX should be cake no? (at least as compared to 4X AA at 720p...1080p) If TAA is something the RSX can do (it's more of a legal issue as to whether it 'could' or not) I would expect the legacy method of AA to be there as well so this could explain why one vid flickers and one does not...but probably doesn't. I more interested in TAA usage being a possibility than whether it was actually used. As a secondary issue I am also curious as to whether TAA found a home within Xenos. If TAA is something Xenos can do how does this affect that little tiling chart I've seen around here somewhere...the one where it shows the relation to the number of tiles needed per combination of AA and outputted resolution. Don't hurt me :? edit: Is it too much to think Nvidia would implement programmable sample patterns for AA on the RSX? I don't see how ATI could stop them from doing so...
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stagnation culminates from complacency |
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#23 |
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Senior Member
Join Date: Mar 2005
Posts: 6,744
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Look plain and simple I'm happy to see a game in hi-def that looks like it could have at least 4x AA in it on the PS3. A lot of doubter here and across the web said that this game could possibly look like it did at E3.
Well they were wrong. It seems like the PS3 is a lot more powerful than a lot of people want to believe. And to think that the betakit will be way stronger than want Bandai had is amazing to think about. And Bandai didn't even start using the SPE's yet, so can you imagine? And with the RSX connection with the CELL which they also can't do now. Please guys I beg you don't flame me but it has to be said. I don't see 1 reason why the KZ video can't become real-life. At first it was the volumetic smoke, but the Call of Duty Demo has erased that thought. Then it was the geometry of the chartacters, but now we see this mech game by Bandai. Give me one reason why KZ and the other videos that Sony should can't be done in realtime? Please no flames Im actually really trying to learn something here. Thanks. |
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#24 | |
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Member
Join Date: Feb 2005
Location: Ohio
Posts: 629
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Quote:
Not trying to dash your dreams cause I hope Im wrong. |
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#25 | |
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Senior Member
Join Date: Mar 2005
Posts: 6,744
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Quote:
A lot of devs are saying that the animation has to be believable this gen more than ever because the graphics will be so good. On Topic: I can't wait to see what Gundam will be like when they actually use some middleware like Aegia's physics, with a 3.2 GHz cell, RSX, use of the SPE's (the meat and potatoes of the CELL), and the increase in bandwidth. Can you imagine? P.S. people said the same thing about the graphics in KZ months ago. |
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