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

Status
Not open for further replies.
So the question to you, and others who think KZ CGI is achievable on the PS3, is how do you go about getting around the memory size and bandwidth constraints? Texture cache sizes and poly budget for rendering and storage? And the entire host of issues.

I'm not going to weigh in too heavily on one side of another here, but I think the typical argument used to combat this is perceived quality versus actual, technical quality. A great artist or set of artists might achieve a lot with much less technical resources..I guess the question is if that level of technical complexity is required to have something appear to the majority to be reasonably "level" with the KZ movie or something of its ilk. I don't know myself, but I guess that's where the uncertainty and speculation begins, as opposed to the known closed-book case of whether PS3 could apply the exact rendering techniques used in that movie in realtime (which it can't). I would agree that the trained eye will never be as pleased as the masses might end up being, though, for sure. That's part of the problem with this argument, though, because it will come down to perception which is entirely subjective.

I would echo inefficient's point about expectations at the beginning of one generation versus results at the end. I doubt anyone expected we'd see some of the stuff that we did in the previous generation, even if lots of trickery (or..intelligence, as some would prefer) was applied to bring that about.

edit - I've just noticed I'm basically skirting around the same arguments you both have already made, but I guess I'm trying to say you're both probably right, just occupying different perspectives :p
 
Not really. Take the Beattle example. The fact it cannot fly or operate in space isn't just a limitation, it prevents little Johnny from exceeding the speed of light and traveling through the sun. The limitations of the Beattle prevent it from achieving those things.

What if sometime in the future, the human mind figures out to transcend it's physical limitations and project itself anywhere in the universe. What if we find a way to phase the molecules of the steel and glass frame of the Beetle into another dimention so that the vehicle could travel through the same space as out Sun but completely unharmed. These are the kinds of crazy answers I would expect from Einstein if he used a little creativity and did not want to give Johnny the boring fatalist answer.


Likewise the limitations of the NDS prevent the NDS from create a game of same quality as MGS3 on the PS2.

Both platforms at launch are going to have margins of "unknown potential" set up for them. Those margins are not infinite and don't have to overlap. Fully exploring that unknown potential space just a matter of time. I'm just predicting that the margin of unknown potential on the PS3 is big enough to accomodate KZ2 level graphics not that the PS3 has infinite potential.


So the question to you, and others who think KZ CGI is achievable on the PS3, is how do you go about getting around the memory size and bandwidth constraints? Texture cache sizes and poly budget for rendering and storage? And the entire host of issues.

That answer is easy. I don't know. Maybe no one currently knows. And even if some clever bastard had some theory on how to overcome these problems, actually figuring the implementation details could take a while. But in the course of the 4-5 years and certainly the lifespan of the machine all sorts of new tricks are certain to be discovered. It's way to early to say we know what the realm of possibility is for the PS3.
 
Arnt you mixing up graphically the same and technically the same? What I read here is that it will be technically impossible for ps3 to show things like the KZ trailer realtime just because things are to heavy. Even with more devtime you cant increase the amount of poly's you can use 5 times or whatever. The power for that just isnt there. But you might be able to produce something wich looks similair but with alot less power.So it will look the same but wont be the same from a technical point of view.
 
inefficient; said:
Both platforms at launch are going to have margins of "unknown potential" set up for them. Those margins are not infinite and don't have to overlap. Fully exploring that unknown potential space just a matter of time. I'm just predicting that the margin of unknown potential on the PS3 is big enough to accomodate KZ2 level graphics not that the PS3 has infinite

Again, you fail to say anything thats remotely relevant to this discussion.

Your giving your opinion based on nothing but just that, your opinion, your not arguing with anything thats remotely related to technology, your basically saying "PS3 will reach KZ2, because i belive Sony hype".

Thats what your saying. Your not giving any remotely good reason for why it should be possible at all, not even one technical solution.

And your backing that up, by saying you guys dont know the full limits of the PS3 either.

That is true, we dont know the full limits, but we do know what is outright impossible.

1million poly counts on every single character, is impossbile.

16x AA or whatever was used is impossible at any playable framerate.

This isnt some voodoo magic where suddenly the cell bursts into flames and creates the additional 80gb\s bandwidth it needs to do 16x AA. This is real life. The cell cannot do anything to help that. The GPU is a G7x. We know how that works..
 
Again, you fail to say anything thats remotely relevant to this discussion.

Your giving your opinion based on nothing but just that, your opinion, your not arguing with anything thats remotely related to technology, your basically saying "PS3 will reach KZ2, because i belive Sony hype".

The basis of my opinion was already stated way up on post #76.

To spell it out for you, I see the delta between Resistance and Killzone2 much smaller than the delta between early PS2 games like Tekken Tag and games we many years later like God of War. If this historical precedent can be taken as evidence I think my conclusion is not based on hype but on data.


This isnt some voodoo magic where suddenly the cell bursts into flames and creates the additional 80gb\s bandwidth it needs to do 16x AA. This is real life. The cell cannot do anything to help that. The GPU is a G7x. We know how that works..


Many people thought HDR on a G7x class HW not realistically feasible with MSAA or even otherwise. They would quote facts about the storage implications of using 16bit or 32bit floats per component and the fact that those formats did not support AA. But then someone actually thought about the problem and said hey we can do it like this, figured out all the implementation details, and we got NAO32. Voodoo magic? Your words not mine.
 
I'm not going to weigh in too heavily on one side of another here, but I think the typical argument used to combat this is perceived quality versus actual, technical quality.

I already pointed that out so it isn't my point at all. It is a given that the PS3, nor any other current console, is even close to creating the effects to the technical percision seen in the CGI.

The question I have posed is what techniques can be used to get the same visual quality within the game experience. It doesn't need to be the identical technology or technical quality (i.e. full, accurate simulation) but they do need to be effects that are not perceivably different in the game experience. For example, if you have static geometry in a CGI using GI, you could possibly recreate the look in realtime using a precomputed radiosity solution. It wouldn't technically be the same, but in regards to the output on the screen it would be near impossible to distinguish if the constants (static geometry) remained unchanged.

That is an example to get CGI level quality in a game without doing all the hard work an offline renderer does. Likewise there are times when normal maps, and texture maps, can be selectively used in ways to mimick real geometry with the viewer being none the wiser. e.g. In the ToyShop tech demo they went to great lengths to create very nice parallax mapping, and the designed their assets in a way to hide the situations that destroy the illusion (e.g. putting cornered hedges on the buildings so the user could never see the wall flush, which would destroy the illusion of real geometry).

So I absolutely agree that there are ways to perceivably get CGI quality in a game without actually recreating the CGI technology or quality.

The question is how long until we get KZ CGI quality in a game, and as the KZ CGI stands, there are far too many places where hacks are not going to suffice to create a realistic illusions that won't demonstrate a lot of disparity with the CGI. IMO it is far, far to complex (and long!) of a video, demonstrating far too much polish, detail, and quality to be cut corners with in a way that doesn't detract from the quality goal.

If there are, I am excitedly awaiting suggested techniques to deal with the number of issues I and others pointed out from the video that are non-trivial hurdles.

A great artist or set of artists might achieve a lot with much less technical resources..I guess the question is if that level of technical complexity is required to have something appear to the majority to be reasonably "level" with the KZ movie or something of its ilk.

Majority? That is a significant shift from what I or the OP were discussing.

The question was when would we see KZ quality in graphics -- the OP (Rangers) was wondering if it would be the PS4 generation. To that inefficient bluntly stated:

inefficient said:
It will come this gen.

There isn't anything particularlly impossible about it minus the bullshot AA.

He says it isn't impossible -- as a statement of fact -- and yet refuses to give any substantial evidence to support this opinion. This is the source of the disagreement, not the issue of "perceptions of the majority".

I don't know myself, but I guess that's where the uncertainty and speculation begins, as opposed to the known closed-book case of whether PS3 could apply the exact rendering techniques used in that movie in realtime (which it can't).

I would agree that the trained eye will never be as pleased as the masses might end up being, though, for sure. That's part of the problem with this argument, though, because it will come down to perception which is entirely subjective.

KZ CGI quality isn't subjective at all. Either it is, or it isn't.

Back to the majority point, if all you had to do was fool the majority then mission accomplished already. I have already seen people confuse NBA 2K7 for a live basketball game. If the issue was the perceptions of the majority, this is how I would go about doing KZ (I am sure there are other approaches, this is just my suggestion how to get close enough that most casual observers not scrutinizing the image won't really notice the differences):

Joshua Luna said:
- Filtering and texture quality should be the main priority on the rendering end. Textures need to be very clean and remove as much shimmering and nasty dithering as possible. 8xAF, if not 16xAF, should be used as often as possible as well as any close up objects should have extremely detailed textures. Keeping the "grey" them can help in this regards with a focus on materials that interact differently, creating a high perception of object detail.

- MSAA should be the next major render focus. 4xMSAA minimum, as well as alpha channel AA. With AA and quality texture filtering the image will look very clean. It won't be anywhere CGI quality and will have artifacts the trained eye can see, but it should be a step up from many "next gen" games and removes huge eyesores from the "majority" perception.

- Normal maps on the characters and vehicles. Normal people can hardly tell the difference between a normal map and real geometry.

- Volumetric clouds. Rip off the Warhawk code. The opening could be done with a mixture of realtime, raycast clouds and a static backdrop of fake textured clouds. Most people would never know the difference, or even care.

- Hair. Something has to be done with the hair. Stealing the approach Gears of War used would be a good start, although this is one of the areas I think would just stick out, especially when comparing the shockwave burst. But GOW style hair would fool a lot of people, at least initially.

- Particle system. You will want to save a lot of fillrate for the particles. They also need to be very dense, well lit and shelf shadowing as well as casting shadows. We have seen some techniques that create similar (not identical) particle clouds in realtime, and Crackdown has some similar explosions. We would need to aim a couple steps above Crackdown in regards to particle density and look, as well as make them particles stick around longer. Particles would be a major component of your design as lacking particles would be one of the first major eyesores. Anything that moves and interacts with the environment needs special attention and focus. The slow dissapation of smoke would need to be a focus.

- Vehicle destruction. Goes hand and hand with the particle system. Motorstorm and Burnout Revenge have shown you can do some nice vehicle deformation and destruction on a large scale, for a handful of vehicles should be able to be done on an impressive level. A lot of detail needs to be worked out here, though, like the shocks on the car on the bridge and getting realistic explosions from the vehicles. Probably one of the more achievable areas of the CGI in regards to getting enough quality that people don't care, at least compared to the KZ CGI.

- Lighting and Shadowing. The environment has a bit of destruction going on, so the best you could go far is clean shadow edges (soft shadows) and nice dynamic shadowing. A robust lighting and shadowing system can fool a lot of casuals, but we are very, very far from fooling those even passingly interested in graphics. Even Crysis, which is robust in these areas, has visible artifacting at times. You could probably even cut self shadowing (see the inbound flight for some nice examples) and most casuals would not notice. As long as shadows are clean and possibly have some sort of ambient occlusion (or somilar) as well as your normal maps the system should be robust enough, with all the other features, to give the general appearance to the majority.

- AI and Animation. They are very different topics, but this is one of the areas where the CGI absolutely sets amazing hurdles. The commanders face scrunches with the explosion goes off, you get handed a gun from a squadmate when you are not even looking at him initially, people jump from vehicles when they see they are doomed, the AI players not only communicate in regards to adapting to the battlefield (insanse scripting) but also use subtle and overt communication on the battlefield, your player takes a slow 'realistic plodding" walk up each of the stairs with the bouncing camera staying focused but showing the inertia, AI have a number of "exit the vehicle" animations, seemlessly dynamic death animations where dieing players react to the wound and to the environment (ala some of the Endorphine style stuff where you have a mixture of mocap and physics driven animation), and on and on. As mentioned above, anything that moves and interacts with the environment is going to be the first and last place that make or break your CGI quality attempt.

- View Distance and Detail. LOD is going to be your friend. Obviously a dozen 1M poly characters isn't going to happen, but even normal maps will have to be designed well for gracefull LOD. The CGI shows insane drawdistance with a ton of quality and detail in distant objects. Obviously with a game you are going to cheat some with Motion Blur and DOF -- and the majority of consumers will even give you a couple extra kudos for looking better for doing so! -- but LOD is doing to be an intigral part of the deception and illusion. Packing as much detail and quality into objects when they dominate the forground is going to be vital. The second you look at a wall from 2 feet and see low detailed, poorly lit with jagged shadows crawling all over the place with horrible bilinear filtering it will become unmistakable you are dealing with a game falling miles short of the CGI.

- Music and Sound. One of the key elements of the CGI is the quality, variety, and 'depth' of the sound. It sounded like a battlefield recorded on a battlefield. It didn't feel like dozens of sounds just tossed ontop of eachother, but the sound enhanced the visuals. Great visuals and sound can be found in the same game (see Gears of War), so this will be an area where a lot of elbow grease needs to be applied. It is like food: Good looking food enhances the flavor of the product. Making a game sound good enhances the impression of the game and reinforces the visual experience.

So, imo, many casual viewers would take the above product and have a hard time seeing, or caring, about the differences.

But that was never the original question and doesn't really apply to my responses to inefficient. Because, afterall, there is nothing necessarily impossible to do on the PS3 in the KZ CGIs other than the AA :oops:

I would echo inefficient's point about expectations at the beginning of one generation versus results at the end. I doubt anyone expected we'd see some of the stuff that we did in the previous generation, even if lots of trickery (or..intelligence, as some would prefer) was applied to bring that about.

I don't think this logic applies, as mentioned before to inefficient. Look at it as a logic equation.

1. The PS2 far exceeded our expectations.
2. The PS3, we can assume, will exceed our expectations.
3. The PS3 will produce KZ CGI quality visuals.

Just because #1 is true, and #2 can be assumed to be true by the nature of the industry, doesn't give us any reason at all to believe #3 is true or will be true.

Logically it doesn't follow. The fact the PS3 will exceed our expectations doesn't equate to the PS3 producing CGI level visuals.

If that were the case, could we not argue the PS2 will obtain CGI level visuals? At least to the majority?

When the question is altered to be subjective it ultimately breaks down. I can remember my parents claiming Mario 64 looked like a CGI movie (Toy Story). Personally, even if the PS4 doesn't reach KZ CGI quality it won't matter IMO because by the time the PS4 reaches its peak in 2016ish the differences just won't matter in regards to gam mechanics/gameplay/immersion and creative content. I think fewer and fewer people will be able to see the differences, and even fewer will care.

So I am not poo-pooing on that general idea, only that it doesn't apply to the current discussion.

edit - I've just noticed I'm basically skirting around the same arguments you both have already made, but I guess I'm trying to say you're both probably right, just occupying different perspectives :p

Not really. inefficient believes nothing but the AA is impossible this gen and that such insane elements, like the animation is "totally doable" this generation.

I am saying that, at best, there will need to be major compromises that have many areas where the user "breaks" the experience. And that is taking into consideration and assuming artists are able to come up with many implimentations that in best case scenarios rival the CGI.

And of course I am willing to give examples and listen to technological reasons (e.g. I listed some techniques that could give some nice results that would suffice), and, well, the other side is more argueing out of belief.

Of course as of Fall 2005 over 30% of users who voted here at B3D believe KZ PS3 will look exactly like the E3 2005 CGI. There is still a large undercurrent of folks who believe it was real and think Laa-Yosh and others are liars, so there are plenty of people who want to buy into the belief it WILL happen. ::shurggs:: I don't really personally care, although it grinds on me to see places like IGN call a game like Motorstorm looks like the CGI. Because it doesn't, even to a casual eye. Unless, of course, you want it to :???: But then again, most people are looking at the art and feel of the game and not the visuals. And I am not talking about the visual quality, but the visuals in general. If the artists capture the general artistic style, but fall short in regards to quality, people have a hard time seeing the difference.

The same reason my parents though Mario 64 looked like Toy Story.
 
Beauty is in the eye of the beholder. PS3 will not output CGI in realtime, however. It seems that people in the know here at B3D agree that there will be noticeable differences even for the untrained eye. Sony has exagerated. again.
 
Josh has pretty much summed up the arguments for one side, so I'd like to add some other thoughts.

Killzone will probably look very good once it's completed. I know the work of some of the artists Guerilla has hired (check here for a start) and I'm quite sure that much of what they create will be properly translated into the engine. There's a very good chance that assets will look as good as in Gears* - and better then the 2-year old, tightly scheduled models in the CGI trailer. Better - that means, artistically better, but without the sharp details and smooth shading and edges, and with quite some aliasing and other artifacts.

It will predictably come down to issues like the wheels on the jeep - the CGI had the tire's threads modeled in, whereas the game will probably use normal mapping instead. Some will be ready to dismiss the difference between the actual detail and it's illusion, and claim victory - and complain about anyone who considers such issues to be important.

So the question is, just what criteria do you have to compare the CGI and ingame graphics? Depending on your requirements, you'll either be able to say that it's the same, or at least that the game can give the same impression - or you can say that the two are still worlds apart.
For example to me, the aliasing in textures, geometry, shadows and other stuff in the realtime implementation is a very significant difference, as we're spending quite a lot of human and computing resources on getting rid of them. Baking in a static GI solution for the enviroment and for the characters is pretty far from re-calculating it in every frame, to incorporate all the subtle but important effects that interacting objects have on each other. Using normal mapped impostors instead of actual geometry in close-up 'hero' shots is smoke and mirrors, it's the magician's trick unveiled, destroying the illusion.


As for the next generation of consoles and the faithful recreation of all the fine details and qualities in the KZ movie, I doubt that it would happen. We'd need computing power that's several orders of magnitudes more than what we have in today's consoles. But it's more and more obvious, looking at the apparent success of the Wii, that even the 25-40x speedup that has been achieved between this gen and the previous is not really needed for the console business. The cost of such a jump will only get higher, and PS3 shows that the market is reluctant to pay extra for the performance.

People can live without cinematic image quality as long as there's something else that takes their attention, and usually it's going to be cheaper to provide that other thing. Even this very discussion is a proof that some people just don't care about the difference - look how many are already willing to announce that the trailer and the game will look the same.


* And I'm also willing to risk that it'll look better in many aspects than Halo 3...
 
Laa-Yosh, I generally agree with you and you perfectly described even what's happening now with Motorstorm - some people (IGN editors) claim that between the CGI and actual game there' a very small difference.

But I have some questions to you:
But it's more and more obvious, looking at the apparent success of the Wii, that even the 25-40x speedup that has been achieved between this gen and the previous is not really needed for the console business.
Do you think that this speedup is that huge? I thought that 360 is ~10x as powerful as original Xbox.

And I'm also willing to risk that it'll look better in many aspects than Halo 3...
I noticed that Halo and Bungie are receiving a lot of negative backlash nowadays on this forum for their art direction, but it's not that bad. Look at the "Day on the beach" video, E3 trailer and recent commercial - all these videos are very very good in terms of art direction IMO and I don't know why Halo 3 in final game is doomed for horrible art direction.
 
Laa-Yosh, I generally agree with you and you perfectly described even what's happening now with Motorstorm - some people (IGN editors) claim that between the CGI and actual game there' a very small difference.


Im sorry to break this to you, but compared to the amount of games IGN editors see everyday, you would think they would pick up a bit of technical knowledge. Unfortunately, this is not the case.

Some IGN editors, also claimed that KZ2 CGI was realtime.

They are, when it comes to this, morons, they are also bound to say stuff like that, because unfortunately, gaming journalism, is all about creating hype in order to get people to read. They say stupid, and moronic things all the time, in order to get people to read stuff.

This however, does not mean that KZ2 doesnt look close to the CGI, it probably does (not on a technical level thought), im just pointing out that saying stuff like "according to IGN editors" is just a waste of time, maybe not on GameFAQ's but definately here.
 
Do you think that this speedup is that huge? I thought that 360 is ~10x as powerful as original Xbox.

PS3 is about 40x as fast as the PS2, so it can be considered as a benchmark.

I noticed that Halo and Bungie are receiving a lot of negative backlash nowadays on this forum for their art direction, but it's not that bad. Look at the "Day on the beach" video, E3 trailer and recent commercial - all these videos are very very good in terms of art direction IMO and I don't know why Halo 3 in final game is doomed for horrible art direction.

They may be keeping texture sizes and stuff low to have more enemies and action on screen, but at the moment the details, the size of the datasets (poly counts, texture resolution) are clearly inferior to leading nextgen titles. Art direction is a subjective question, but these can be objectively judged and I'm quite sure that they're on tight budgets.
 
Im sorry to break this to you, but compared to the amount of games IGN editors see everyday, you would think they would pick up a bit of technical knowledge. Unfortunately, this is not the case.

I did not say that I agree with them - I just pointed out people who are not familiar with graphics technology and do not see nuances that people on this forum see.

Laa-Yosh - I still believe that Bungie will deliver one of the most impressive titles in 2007 - they did so with Myth and Halo series, why would it be different this time? Maybe characters won't be as detailed as in GoW (or Killzone 2), but still overall graphics will be very good.
 
Last edited by a moderator:
Ok we ve pointed out the things PS3 cant achieve present on the CGI movie but I already expected that the PS3 wont be able to add such an insane amount of detail down to the pores and each hair to the super realistic physics and AI.

What I want to see is opinions fron knowledgable people about the highest amount of detail PS3 is estimated to be able to do
 
How do you define 'detail'? Some of the actual developers may be able to get into poly and texture budgets, like how much memory you can actually allocate for them or how many polys RSX can process - but those are totals only and you can go into many different directions from there.

For example, you can spend your textures and polygons on just a few characters like in a fighting game - or a variety of people visible at the same time, like NPCs in a town in an RGP. You can instance scenery elements and characters to create a lot of objects but those will look the same. You can use multi-pass rendering for advanced shaders which provides better results, but cuts down your poly count. The type and quality of shadows will also affect your fill rate and memory usage, and polygon counts again as you have to render your objects many times again from the viewpoint of various light sources.
Also, some advanced rendering techniques like many render targets, FP16 HDRI, deferred shading, and so on can take away significant amounts of memory from your assets, so in turn you trade off one kind of detail (textures) for the other (more complex shading, more effects).

Or you can try to invent a completely different approach to rendering; I've heard an idea that one should rely less on textures and more on HOS-based geometry on the PS3, tesselating and culling literally millions of polygons on the SPEs before sending the scene to RSX.

So how much detail you actually see depends not only on the hardware, but on what the game's design and technical implementation dictates...
 
In other words. You can see the difference because THERE IS A DIFFERENCE. If there wasn't a difference, GG would have wasted a lot of money on that movie. ;)

well the poster that i replied to suggested that (s)he couldnt see the difference between the killzone's trailer and that of the Lost Planet's gameplay trailers and i just tell him/her otherwise. Is there anything wrong with that?

anyway back to to the main topic
I see these arguments like this a lot last gen when people start trashing the ps2 saying that they will never exceed the demo they showed but guess what people? most ps2's great games exceed those demos. One more thing that we must all agreed on is the fact that the ps2 has a shitty cpu and a very shitty gpu, adding them together make a shitty console but how on earth it go on to make game such as Tekken Tag at launch which is visually impressive at the time (maybe is a fighting game that is why it look nice !!) to GT4, MGS3 and God of War which is the most visually impressive titles of the last generation on any platform.

Now the ps3 has a decent/average GPU but we must all agreed that the Cell is a very good CPU for it intent purposes, now if i may use the same logic as the ps2 case then adding the two together i can see great things coming out of the ps3 this generation, so with a lot of resources(labor and capital) in the right hand we might see one game this generation on the ps3 that is up there visually impressive as the e305 killzone's trailer.
 
Last edited by a moderator:
How do you define 'detail'? Some of the actual developers may be able to get into poly and texture budgets, like how much memory you can actually allocate for them or how many polys RSX can process - but those are totals only and you can go into many different directions from there.

For example, you can spend your textures and polygons on just a few characters like in a fighting game - or a variety of people visible at the same time, like NPCs in a town in an RGP. You can instance scenery elements and characters to create a lot of objects but those will look the same. You can use multi-pass rendering for advanced shaders which provides better results, but cuts down your poly count. The type and quality of shadows will also affect your fill rate and memory usage, and polygon counts again as you have to render your objects many times again from the viewpoint of various light sources.
Also, some advanced rendering techniques like many render targets, FP16 HDRI, deferred shading, and so on can take away significant amounts of memory from your assets, so in turn you trade off one kind of detail (textures) for the other (more complex shading, more effects).

Or you can try to invent a completely different approach to rendering; I've heard an idea that one should rely less on textures and more on HOS-based geometry on the PS3, tesselating and culling literally millions of polygons on the SPEs before sending the scene to RSX.

So how much detail you actually see depends not only on the hardware, but on what the game's design and technical implementation dictates...

You are right. I should have been more precise.

I am refering to a game similar to what Killzone is trying to be. Lets say you were a dev who wanted to make a game in which you want to incorporate as much detail as possible as seen in the Killzone CGI then what would your estimates have been on the final quality the PS3 can achieve overally?
 
Ugh

They (current consoles) will be capable of a fine approximation, but that is all, and nothing more. At some point, you just have to stop beating a dead horse, and deal with it.
 
Exactly!! And it's a first gen game. Of course the PS3 and 360 will have KZ2 CG level graphics.

not. it's technically impossible. it's even impossible for PS3 (or Xbox 360) to have a good enough approximation that fools the eye into thinking they can do Killzone E3 2005 graphics.

PS3 is about 40x as fast as the PS2, so it can be considered as a benchmark.

the PS3 CELL CPU is about 35 times faster/more powerful than the PS2 EE CPU. but in terms of graphics the leap is much smaller than 35x.
 
Status
Not open for further replies.
Back
Top