Chrome Hounds ingame Xbox 360 screenies

Discussion in 'Console Technology' started by gosh, Jul 9, 2005.

  1. Wicked_Vengence

    Newcomer

    Joined:
    Jun 16, 2005
    Messages:
    18
    Likes Received:
    0
    Are those Gundam shots real-time?

    Were any of the PS3 'games' real-time would be a better question...
     
  2. Megadrive1988

    Veteran

    Joined:
    May 30, 2002
    Messages:
    4,723
    Likes Received:
    242
    the Gundam shots are most likely pre-rendered. the graphics are a bit too flawless to be realtime, IMO.
     
  3. Evil_Cloud

    Veteran

    Joined:
    Aug 6, 2002
    Messages:
    1,752
    Likes Received:
    0
    Location:
    Belgium
    Then again Tekki Online had co-op also IIRC. =)
     
  4. pipo

    Veteran

    Joined:
    Jun 8, 2005
    Messages:
    2,628
    Likes Received:
    30
    They do look very good...

    OTOH: Sega doesn't do a lot of pre-rendered smoke and mirrors.
     
  5. London Geezer

    Legend Subscriber

    Joined:
    Apr 13, 2002
    Messages:
    24,151
    Likes Received:
    10,297
    Those Gundam shots do look very clean, IQ-wise. Insane amounts of AA obviously, but they could possibly be realtime (cutscenes cause the video wasn't a gameplay scene obviously) touched up shots. Everything else in the shots is a bit bland if you look closely enough, textures aren't immensely good, the only thing is that the models are very nice, but i expect that kind of detail in next gen games.
     
  6. Shogmaster

    Regular

    Joined:
    Feb 24, 2002
    Messages:
    367
    Likes Received:
    4
    If it's realtime, I'm Jessica Alba's twin sister.

    [​IMG]
     
  7. London Geezer

    Legend Subscriber

    Joined:
    Apr 13, 2002
    Messages:
    24,151
    Likes Received:
    10,297
    Do you think it would be completely out of the question to have cylinders that look curved, especially when they're small and you're not looking at the section of it? Think about it, with the polygon performance either of the next gen consoles will have, do you expect many DOOM3-style pointy stuff?
     
  8. Shogmaster

    Regular

    Joined:
    Feb 24, 2002
    Messages:
    367
    Likes Received:
    4
    Don't you think it's funny that they bothered to polygonaize all the other tubular shapes except for that one area? It's a target render with an obvious boo boo mistake.
     
  9. London Geezer

    Legend Subscriber

    Joined:
    Apr 13, 2002
    Messages:
    24,151
    Likes Received:
    10,297
    The part you indicate is very small, therefore the polygons might not be visible, also you're not looking at the section on the cylinder, which makes it harder to spot polygons.
    Just like the shoulder bit on the robot in the foreground has obvious polygons in the curved part, which is something you can't see on the same bit of armour on the robot behind it.
    Polygons that get smaller than say, 2 pixels on screen is a good thing, and will definately happen in the next generation.
     
  10. JAD

    JAD
    Newcomer

    Joined:
    May 23, 2005
    Messages:
    25
    Likes Received:
    0
    Location:
    Netherlands
    I don't expect DOOM3-style pointy stuff, but I don't expect perfect roundings (or even with that many poly's you see in the pics) either.
     
  11. London Geezer

    Legend Subscriber

    Joined:
    Apr 13, 2002
    Messages:
    24,151
    Likes Received:
    10,297
    A 100k polys model is quite detailed. And perfectly manageable with next gen consoles. Don't think that robot is something that next gen consoles can't handle, and the "cylindrical thing round its neck is too rounded" argument is not enough to disprove anything.
     
  12. JAD

    JAD
    Newcomer

    Joined:
    May 23, 2005
    Messages:
    25
    Likes Received:
    0
    Location:
    Netherlands
    A 100K model quite managable in next gen? Current gen models are between 5K and 10K if you're lucky. You need not only make all the models in your game between 70K and 100K poly's if you're doing 1 with 100K poly's, you also need to make the environment much more detailed otherwise the character models are out of place. This would make a scene with some of these robots and a detailed environment easily somewhere around 4 milion poly's and I think even more.
    60 fps * 4M poly's/frame would make 240M poly's/s. All that shaded and textured and all. I think that even for nextgen that would be to much.
     
  13. London Geezer

    Legend Subscriber

    Joined:
    Apr 13, 2002
    Messages:
    24,151
    Likes Received:
    10,297
    Well i'm obviously only speaking from what we hear from developers and on this forum, we're gonna get 500M textured, shaded and lit polys in next gen consoles in realtime (the raw figures reaching the billions of polys per sec).

    If that's not true, fine by me, but if it is, then a 100K polys model is perfectly manageable.
     
  14. PC-Engine

    Banned

    Joined:
    Feb 7, 2002
    Messages:
    6,799
    Likes Received:
    12
    That's not true due to memory limitations.
     
  15. London Geezer

    Legend Subscriber

    Joined:
    Apr 13, 2002
    Messages:
    24,151
    Likes Received:
    10,297
    All this talk about procedural synthesis... :wink: Obviously won't help with models, but the environment will benefit from that, leaving more memory available for the models. Or at least that's the theory.
     
  16. PC-Engine

    Banned

    Joined:
    Feb 7, 2002
    Messages:
    6,799
    Likes Received:
    12
    Procedural synthesis have very little use outside of mountains, hills, valleys. Procedural textures follow a similar limitation.
     
  17. London Geezer

    Legend Subscriber

    Joined:
    Apr 13, 2002
    Messages:
    24,151
    Likes Received:
    10,297
    That's what i said.
     
  18. PC-Engine

    Banned

    Joined:
    Feb 7, 2002
    Messages:
    6,799
    Likes Received:
    12
    It won't help the environment either if it's based in a city.
     
  19. JAD

    JAD
    Newcomer

    Joined:
    May 23, 2005
    Messages:
    25
    Likes Received:
    0
    Location:
    Netherlands
    I sure hope that 100K models is managable ingame in next gen but seeing that the X800 Ruby model in the demo was about 80K poly's if i'm not mistaken with some simple environment I doubt it will be possible.

    I will be happily surprised if it turns out that is possible though :D
     
  20. London Geezer

    Legend Subscriber

    Joined:
    Apr 13, 2002
    Messages:
    24,151
    Likes Received:
    10,297

    We'll have to wait and see. I don't think the Ruby demo was in any way pushing the hardware to the fullest, and that already had an 80k polys character. I'm sure that under the right conditions, we'll get some VERY impressive models which hopefully don't rely too much on normal mapping, but on true geometry, where it's needed.
     
Loading...

Share This Page

  • About Us

    Beyond3D has been around for over a decade and prides itself on being the best place on the web for in-depth, technically-driven discussion and analysis of 3D graphics hardware. If you love pixels and transistors, you've come to the right place!

    Beyond3D is proudly published by GPU Tools Ltd.
Loading...