KILLZONE Shadow Fall [PS4]

That is my guess. Its either that or they switch out to high-res polygons during the motion blur effect that no one seems to see.

A classic tunnel shooter trick. No windows, lots of smoke and mirrors. With all that ram it is highly possible that the majority of that background is a none interactive stream of polygons and animated textures with only the foreground building are interacting with the light.

Just another pretty set piece for you to look at. Development time is going to skyrocket because your are going to need tons of designers and artists in farms chrning out graphics that is mostly a 3d skybox.

I hope you get to fly a heli-plane through that city but I doubt it. As far as the gameplay demonstrated I have seen similar gameplay in goldeneye on the the n64. come on guys it 2013!
I highly doubt there was any CGI. The game features a somewhat aggressive LOD. From the direct feed images released from the large scale intro shows exactly that. The low polygon buildings are easily noticed in still images.
http://images.gamersyde.com/image_killzone_shadow_fall-21476-2660_0001.jpg
http://www.abload.de/img/killzoneshadowfallanno4qcw.jpg
http://img2.generation-nt.com/killzone-shadow-fall-7_090780043801365162.jpg
In addition you can see LOD transitions in the very same moment that the character becomes controllable and walks. A LOD transition which is also visible exactly when he jumps on the rope



Although curiously the last scene is the only area there are no high res images available for


Anyways here is another image from Killzone showing a Helghast looking at the opposite
side of the wall :)
http://allthingsd.com/files/2013/02/IMG_00981.jpg
 
I highly doubt there was any CGI. The game features a somewhat aggressive LOD. From the direct feed images released from the large scale intro shows exactly that. The low polygon buildings are easily noticed in still images.
http://images.gamersyde.com/image_killzone_shadow_fall-21476-2660_0001.jpg
http://www.abload.de/img/killzoneshadowfallanno4qcw.jpg
http://img2.generation-nt.com/killzone-shadow-fall-7_090780043801365162.jpg
In addition you can see LOD transitions in the very same moment that the character becomes controllable and walks. A LOD transition which is also visible exactly when he jumps on the rope
Indeed regarding the LOD transitions, I was shocked it was so obvious.

Also take into account that the high rez image I posted was much much higher resolution than 1080p, it was actually 2+k, so obviously that was taken from the dev kit running more powerful hardware than the PS3, or at a rediculous framerate. But it also means that the lower resolution assets will be harder to see when you play the game at 1080p, especially if there is motion blur, or depth of field effects.
 
For all those discussing the abrupt LOD transition of the Heli when the player enters on-rails section:

That LOD change is NOT THERE in the alternate walkthrough !

Looks like it was just a hiccup during on-stage demo that the Heli changed LODs too close to the player view. The same event happened without any LOD change in the alternate walkthrough.
 
I highly doubt there was any CGI. The game features a somewhat aggressive LOD. From the direct feed images released from the large scale intro shows exactly that. The low polygon buildings are easily noticed in still images.
http://images.gamersyde.com/image_killzone_shadow_fall-21476-2660_0001.jpg
http://www.abload.de/img/killzoneshadowfallanno4qcw.jpg
http://img2.generation-nt.com/killzone-shadow-fall-7_090780043801365162.jpg
In addition you can see LOD transitions in the very same moment that the character becomes controllable and walks. A LOD transition which is also visible exactly when he jumps on the rope


I don't think anyone is calling it CGI .... it looks good but obviously it couldn't pass for CGI . Far from it .
 
Yeah uh, we'd rather not discuss that one. Perhaps they can leave it in as an 'assist' for the easier modes? ;)
 
I don't think anyone is calling it CGI .... it looks good but obviously it couldn't pass for CGI . Far from it .

It looks totally insane though. It's a huge difference from the city scapes that Killzone 2 or 3 have shown.
 
It looks totally insane though. It's a huge difference from the city scapes that Killzone 2 or 3 have shown.

It looks very good , no doubt . But "insane" ? Not really . The static images tell another story.
The only insane stuff i saw was about Dragons and fire and i'm very cautious about it ;)


(oh if you're talking about the leap from the previous KZs , yeah it's insane , but now it's about next gen , the bar has been raised.)
 
To make the game's graphics justice, there was also volumetric sun shafts going through the buildings in the scene. The actual 3d volumetric stuff, not post effect cheats. I did see that, so, that is another nice thing no current-gen game does (not in large scale for something like the sun) nobody here really mentioned so far...
 
I was just watching the show-floor footage again, and suddently I'm thinking I see a city that has a huge wall running through its middle. It almost seems like some kind of Israel vs Palestine or Berlin wall type situation, but completely in the future. Pretty crazy and interesting idea if true.
 
It looks very good , no doubt . But "insane" ? Not really . The static images tell another story.
The only insane stuff i saw was about Dragons and fire and i'm very cautious about it ;)


(oh if you're talking about the leap from the previous KZs , yeah it's insane , but now it's about next gen , the bar has been raised.)

YESH ! Dragons. Dragons would be awesome in that KZ4 city we saw.


I was just watching the show-floor footage again, and suddently I'm thinking I see a city that has a huge wall running through its middle. It almost seems like some kind of Israel vs Palestine or Berlin wall type situation, but completely in the future. Pretty crazy and interesting idea if true.

No... just add dragons.

It will do magic to the scene with exploding glass structures, crumbling walls, raging water from the fall, and fire spraying everywhere... plus a big gun.
 
I was just watching the show-floor footage again, and suddently I'm thinking I see a city that has a huge wall running through its middle. It almost seems like some kind of Israel vs Palestine or Berlin wall type situation, but completely in the future. Pretty crazy and interesting idea if true.

Steven ter Heide (i think it was him) specifically likened the game world to the Berlin Wall and East vs West Germany in the speech during the conference :)
 
That means there's gonna be a "The Spy Who Came in from the Cold" type scenario somewhere in there ... Berlin Wall type world suggests something like this .
Interesting ....
 
Steven ter Heide (i think it was him) specifically likened the game world to the Berlin Wall and East vs West Germany in the speech during the conference :)

I guess I didn't listen very well then! Shame on me.
 
It looks very good , no doubt . But "insane" ? Not really . The static images tell another story.
The only insane stuff i saw was about Dragons and fire and i'm very cautious about it ;)


(oh if you're talking about the leap from the previous KZs , yeah it's insane , but now it's about next gen , the bar has been raised.)


Come on a static image take from a video of a work in progress game.?

Hell what was that impressive about the dragon demo.?

A Castle from inside in close quarters,with 1 dragon and 2 guys,that demo was build like a fighting game is.

Killzone was doing a hell of allot more than the dragon demo.
 
What you guys reckon? Personally I'm thinking Killzone 3 engine+ enhancements

Would explain the lack of POM, tessellation and few other things.
 
For all those discussing the abrupt LOD transition of the Heli when the player enters on-rails section:

That LOD change is NOT THERE in the alternate walkthrough !

Looks like it was just a hiccup during on-stage demo that the Heli changed LODs too close to the player view. The same event happened without any LOD change in the alternate walkthrough.

the transition happens the same place in both videos. Its impressive but hardly useful. especially when we actually get to play the game and try to look through the windows. You have to watch the tail of the ship before the blur effect. These model swaps seem to occur everytime they do the bullet time effect.

Its not like the building was dynamically destroyed, they swapped out the entire structure during the explosion movie. This is what the 8 gigs will allow in future games. You could dynamically blow it up but all the potted plants would not be left standing about like nothing happened.

Also the rope physics seem a bit off. The tension would swing the player behind the plane and not along side it in some of the sections.

I cant't wait to for this movie to come out, Killzone: Skyfall is its new name, lol
 
Come on a static image take from a video of a work in progress game.?

I'm forming an opinion from what i saw ... they presented a "work in progress" publicly so what's the problem... if you have access to a more complete version , please feel free to show it to me so i can call it "insane" too . Because now it sure isn't .
 
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