Chrome Hounds ingame Xbox 360 screenies

Megadrive1988 said:
the Gundam shots are most likely pre-rendered. the graphics are a bit too flawless to be realtime, IMO.

They do look very good...

OTOH: Sega doesn't do a lot of pre-rendered smoke and mirrors.
 
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.
 
If it's realtime, I'm Jessica Alba's twin sister.

15312510410.jpg
 
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?
 
london-boy said:
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?

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.
 
Shogmaster said:
london-boy said:
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?

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.

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.
 
london-boy said:
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?

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.
 
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.
 
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.
 
JAD said:
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.

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.
 
london-boy said:
JAD said:
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.

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.

That's not true due to memory limitations.
 
PC-Engine said:
I said:
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.

That's not true due to memory limitations.

All this talk about procedural synthesis... ;) 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.
 
london-boy said:
PC-Engine said:
I said:
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.

That's not true due to memory limitations.

All this talk about procedural synthesis... ;) 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.

Procedural synthesis have very little use outside of mountains, hills, valleys. Procedural textures follow a similar limitation.
 
PC-Engine said:
I said:
All this talk about procedural synthesis... ;) 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.

Procedural synthesis have very little use outside of mountains, hills, valleys. Procedural textures follow a similar limitation.

That's what i said.
 
london-boy said:
PC-Engine said:
I said:
All this talk about procedural synthesis... ;) 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.

Procedural synthesis have very little use outside of mountains, hills, valleys. Procedural textures follow a similar limitation.

That's what i said.

It won't help the environment either if it's based in a city.
 
london-boy said:
PC-Engine said:
I said:
All this talk about procedural synthesis... ;) 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.

Procedural synthesis have very little use outside of mountains, hills, valleys. Procedural textures follow a similar limitation.

That's what i said.

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
 
JAD said:
london-boy said:
PC-Engine said:
I said:
All this talk about procedural synthesis... ;) 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.

Procedural synthesis have very little use outside of mountains, hills, valleys. Procedural textures follow a similar limitation.

That's what i said.

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


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.
 
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