Do you think we will get Killzone CG level graphics next gen?

Status
Not open for further replies.
There isn't anything particularlly impossible about it minus the bullshot AA.

Uhm, what about the insane amount of animation assets needed in it, or alternatively, some insane Endorphin-like AI system that can come up with them with next to no input data?
 
The question appears to be about just the graphics.

Then the answer is yes.

But the reason the video was so impressive was more than just the graphics.

As other have said the AI and animation were also important.

I guess it also depends how literal you are over these things.

For me Motorstorm is close enough to the target render movie for me to be very happy with the game.

I expect Killzone2 to be close enough to the render to satisfy my expectations.

But I'm sure enough naysayers on the internet will argue the opposite.
 
The question appears to be about just the graphics.

Animation is part of the graphics. The Killzone CG wouldn't be as impressive without the excellent animation and camera work.

But I guess, if you like what Motorstorm became, you can probably like a Killzone this generation.
 
Killzone 2 will probably fall very short - but I imagin Killzone 3, later in the life of PS3, will look pretty much like the infamous CG render. The differences will be quite unnoticeable.
 
The animation is totally do-able this gen.

Look at the hair on the main character at the beginning of that video and tell me that all the characters will have that while playing... I'd say Motorstorm is maybe 20% of the target render, Killzone might look closer than that.
 
Assets already look somewhat better in Gears, it's the rendering technology that has some feature and performance problems: AA, texture filtering, volumetric smoke and fire effects, raytraced global illumination, and overall scene complexity. Don't expect such viewing distances with the amount of detail, nor that many (dozens) detailed characters running around at the same time...
 
are current gen consoles (360 + PS3 + Vista) capable of producing as much polygon as one in Killzone CG???

Not the same amount. Characters alone were 500K-1M polygons in their highest detail setting, not to mention vehicles, enviroment and so on. Scenes can get pretty complex as the entire thing has been rendered in many layers, like, soldiers in foreground, soldiers in background, ground, buildings in background, flying vehicle1, and so on and so on.

Heavenly Sword pushes about 2.5-3 million polys per frame on the PS3. You can expect a bit more, maybe up to 5 million - but this also includes multiple rendering passes (probably) and lots of various particle effects.
 
Heavenly Sword pushes about 2.5-3 million polys per frame on the PS3. You can expect a bit more, maybe up to 5 million - but this also includes multiple rendering passes (probably) and lots of various particle effects.

2.5 x 30fps = 75 million/second
3 x 30fps = 90 million

2.5 x 60 = 150 million
3 x 60 180 million

plus particle effects lets say at a minimum HS is pushing 90 million polys at 720 P resolution with a max of roughly 200 million That is an incredible technical achievement...:yep2:
 
To clarify things, I've mentioned 5 million per frame as a possible maximum that PS3 games would reach in the next 5 years... at 30 fps. RSX has some problems with vertices, in case you haven't noticed the topic yet.
 
To clarify things, I've mentioned 5 million per frame as a possible maximum that PS3 games would reach in the next 5 years... at 30 fps. RSX has some problems with vertices, in case you haven't noticed the topic yet.

I thought you were referencing marco's quote:

"The numbers quoted about HS are slighty wrong..cause a few days a go I realized there's a bug in the code that computes the triangle count: in some cases it's more close to 3M triangles per frame mark than 2M."

and I thought HS was running at 60 fps...
 
2.5 x 30fps = 75 million/second
3 x 30fps = 90 million

2.5 x 60 = 150 million
3 x 60 180 million

plus particle effects lets say at a minimum HS is pushing 90 million polys at 720 P resolution with a max of roughly 200 million That is an incredible technical achievement...:yep2:

Why did you decide that Marco has excluded particle effects from the counts he reported?
 
Why did you decide that Marco has excluded particle effects from the counts he reported?
No reason in particular... i was figuring he was using an average as opposed to a limit ...even without the addition you could still see between 150 and 180 million PPS. Please explain it to me if I mis-understand.:oops:
 
Why did you decide that Marco has excluded particle effects from the counts he reported?
He wasn't. It was a simple calculation that doesn't care what form the triangles are drawn as. Number of tri's per frame * framerate = trangles per second. Which is 75-90 million tri's per second at 30 fps, double that for 60. The conculsion was a bit off though. I think HS is 30 FPS, and overall the actual TPS rate is probably under a hundred.
 
Status
Not open for further replies.
Back
Top