5 New Killzone Pics!!!

Paul said:
nope. dont be a Paul.

As you can see, I'm not the only one who thinks Xbox frame rates for the most part are sub par.

you wish! :LOL:
haven you read enough and played enough that, time for time, effort for effort, Xbox fps > Ps2 fps, Xbox IQ > Ps2 IQ? :LOL:
 
"we used Havok for Knights because the game had a lot of physics based puzzles
we're not using it for Killzone though.
we have to carefully weigh up which middleware (if any) we use. We're already doing some pretty ambitious stuff with the graphics. Utilizing Havok alongside some of the other techniques would seriously challenge or even overstretch the PS2 processing power.
Besides - the game is a classic shooter. In order for a shooter to be impressive it needs outstanding AI - we figured it would benefit the game more to make excellent AI rather than physics based puzzles. we're adding our own in-house physics where necessary. "
-Guerrilla's PR-Manager


True? Me not know. BUT well, full Havok implementation is always going to be a big challenge for PS2.
 
chaphack said:
True? Me not know. BUT well, full Havok implementation is always going to be a big challenge for PS2.


your point? you weren't seriously thinking PS2 can pull off something that not many high-end PC's can run TODAY, right? :?

EDIT: ok, my "today" is a bit off, but the point remains: PS2 = 3 years old little thing....
 
I wasn't aware that Havoc required 800MHz+ CPU's to run? in any case I expect the Xbox version to implement it without too much trouble.
 
key-word is full Havok implementation.
Many games have been using havok libraries, some of those games are such that you wonder where they needed a physics engine.
I think the Havok can be used from simple collision detection to full blown game world dynamics simulation.

In KillZone it propably was not feasible to use a dedicated physics middleware, as the game is not relying strongly on physics in it's gameplay. Guerrilla has it's own game-engine that likely does some physics, and already stretches the PS2 resources. Adding some middleware code, which I believe is seldom as effective as game-specific-code would not be very wise.
 
True? Me not know. BUT well, full Havok implementation is always going to be a big challenge for PS2.

as it would be ,even on a 3ghz pentium..Full havok could toast any cpu on the market. :rolleyes:
 
you wish!
haven you read enough and played enough that, time for time, effort for effort, Xbox fps > Ps2 fps, Xbox IQ > Ps2 IQ?

Yea I've played enough, and I've come to a conclusion that there are more high end Xbox games running at 30hz than top end ps2 games. Troll.

You think I'm the only one who also agree's with this? Think again.
 
OK, that's it. I don't know if you guys realize this, but the Havok kit is MIDDLEWARE. Middleware by nature is much more demanding of the processor than hand-written code because it functions differently. Hence, the reason why Killzone won't be using Havok physics is mainly because they don't have enough room reserved for middleware with the advanced AI and detailed environments and characters. But this isn't because the PS2 can't handle complex physics! In fact, as some of you may know, the PS2's parallel processors are more qualified for advanced physics engines than the Xbox or GameCube. However, the Xbox and GC have more memory so they store their detail rather than stream it constantly as is the case with Killzone. (Since is using the streaming method used in games like Jak and Daxter.) For that reason games on Xbox can use the processing power more for physics and AI calculations than the PS2 can... because it isn't using much of the processor's power for geometry and textures.

With that said, don't exclude the possibility of advanced physics in Killzone because they are probably writing their own code as many console developers do. Read the article the RP guy from Guerrilla sent, he said they are trying to limit middleware use but they are implementing their own physics appropriately. Now I am sure the physics won't be as complex or impressive as in games like Half-Life 2, Doom 3, and Max Payne 2... but that should be understood because even the Xbox would have a hard time handling those. (And you know the Xbox ports of HL2 and Doom 3 are going to be severely dumbed down. Look at ports like Soldier of Fortune 2 on the Xbox, it looks like the PC version with all the settings on their lowest quality, and has a worse framerate. And SOF 2 is NOTHING compared to Half-Life 2 or Doom 3.)

I just hope Killzone at least features realistic ragdoll physics because I think ragdolls have become mandatory in a successful FPS today because it allows for limitless graphical and even gameplay possibilities.

I know after reading this you guys will probably think I am a PS2 fanboy but that's not the case, I just wanted to set the record straight.
 
marconelly! said:
BGDA is not made by the same people anymore. If you want to see the improvement to BGDA engine, look into Champions of Norrath, that one is made by the same team

Hmm... Thanks for the heads-up, I hadn't realized that offhand. Granted I was already looking at CoN already... ;) BG:DA2 looks quite good anyway, I guess it will just more closely Black Isle's usual games. Not that there's anything wrong with that. :)
 
If someone's interested: On Belgium Tv (Some VERY lame program, but I only looked because of the footage) they showed about 1 min worth of Kill Zone movie footage. Someone was playing the demo (slumbs?) and it looked a lot like the screens. I wasn't that impressed, but afterwards I felt that game has some potential.
 
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