As good as Killzone looks I have to tell you I am more interested in CoD4 after seeing this video.. http://download.gametrailers.com/gt_vault/t_cod4_e32k7_seaandland_gp_gt_h264.mov
wow weather effects and textures/lighting are amazing
As good as Killzone looks I have to tell you I am more interested in CoD4 after seeing this video.. http://download.gametrailers.com/gt_vault/t_cod4_e32k7_seaandland_gp_gt_h264.mov
:| I think you just wiped out the entire FPS genre, arcade racers and off-road racers. It sounds like you like racing sims with customization only.
Perhaps you dislike MotorStorm but your comments are inaccurate. It supports online for one.
Oh i was just as harsh on Gears as well if you wanted to search back far enough. I think console gamers in general roll over far too easily and will accept anything like its the proverbial second coming of christ (of fps of course) as long as it looks good. I just dont think console FPS's have done jack squat for the most part and would really like to see the developers put work into gameplay mechanics rather then bragging about the stupid poly count of any given peice of the world. As i said a week or two ago, whats this game going to do that Gears or Resistance hasnt done? Being a simple solid FPS, especially with a cookie cutter story like it was torn straight from some bad 1970s sci fi movie, doesnt really mean a whole lot these does.
Not for all regions it didnt (JP), at least when it shipped. Dont forget no splitscreen either. The rest is subjective, like so much, however if you're a racing game connoisseur then Motorstorm really was all about looking good far before being a superb, or certainly not unique, racing game. Try comparing something like Forza to Motorstorm is very much like comparing apples to oranges.
Oh i was just as harsh on Gears as well if you wanted to search back far enough. I think console gamers in general roll over far too easily and will accept anything like its the proverbial second coming of christ (of fps of course) as long as it looks good.
I just dont think console FPS's have done jack squat for the most part and would really like to see the developers put work into gameplay mechanics rather then bragging about the stupid poly count of any given peice of the world.
As i said a week or two ago, whats this game going to do that Gears or Resistance hasnt done? Being a simple solid FPS, especially with a cookie cutter story like it was torn straight from some bad 1970s sci fi movie, doesnt really mean a whole lot these does.
Not for all regions it didnt (JP), at least when it shipped. Dont forget no splitscreen either. The rest is subjective, like so much, however if you're a racing game connoisseur then Motorstorm really was all about looking good far before being a superb, or certainly not unique, racing game. Try comparing something like Forza to Motorstorm is very much like comparing apples to oranges.
'Proper' solutions is probably asking a bit much, but work-arounds are plausible in some cases. We don't know what's doable, but a number of devs have talked up this indirect illumination. LBP shows the most convincing results yet. Fantasy Lab are claiming to have a realtime solver. KZ2 is supposed to have something...at least different to baked on lightmaps and direct lights.Diffuse reflections? That's featured in some global illumation algorithms like radiosity. Isn't that asking for too much?
MotorStorm is more than visual enhancements. IMHO, it represents the best in offroad racing physics. I have tried it on my non-gamer friends, they all like it more than the "regular" racers. It's wild and fun. That's all there is to it.
When ter Heide turned the post-processing effects back on, we finally understood the uneasy feeling that the level evoked within us; their careful real-time calibration of the game's light, shadow and color--"we replace the sunnier colors with darker, grittier colors," says ter Heide--combined with the art direction and level design to create the oppressive gloom that they wanted. "The planet is meant to be hostile," said de Jonge. "The desaturated colors suit it." We hope that SCE and Guerrilla eventually release some video footage showing the difference that their post-processing effects make, because you have to see it to believe it. And from what sources in the know tell us, it's a similar special sauce that has Activision and Infinity Ward's Call of Duty 4: Modern Warfare looking similarly hot.
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There's practically not a jagged line to be found on the power lines, or any other lines, for that matter; we're told it's because Killzone 2 is using the Cell's SPUs and the RSX graphics chip to achieve 4x full-screen anti-aliasing.
'Proper' solutions is probably asking a bit much, but work-arounds are plausible in some cases. We don't know what's doable, but a number of devs have talked up this indirect illumination. LBP shows the most convincing results yet. Fantasy Lab are claiming to have a realtime solver. KZ2 is supposed to have something...at least different to baked on lightmaps and direct lights.
Ive watched the videos of COD4 and im really not impressed with it as some as you are. I much prefer the dark grittyness of KZ2.
So you think the 360 version looks better than the PS3 version?
KZ2 has to many static lights and shadows, it just doesnt look right.
Now i think the oposite Some maps have COD4 have lots of dynamic lights and other levels have more static lights, it varies from level to level. I think its best to wait for more KZ2 levels to be shown before we discuss just how dynamic KZ2's lights are.
Really I have not noticed any static lights/shadows in CoD4 (hope they have only dynamic shadows/lightning on PC).
Anyways I like the lighning in CoD4 better because it is much more realistic and guess only a few lights are dynamic in CoD4 (many realtime shadows in the game).
I wonder if they will have the 'spare power' to do some kind of indirect lighting solution since many lightsources in the demonstration where static. There was quite some static lightsources visible in the gameplay section of the demonstration and no shadows where cast from either objects or characters when standing in the lightspot.
But I'll guess we have to wait for some more information. :smile:
The hellgast soldier firing light casts the own soldier shadow all over the place!! notice the helmet shape in the ceiling!
http://www.vertigogaming.net/HUD/newkillzone9.jpg
from Neogaf....again.
is that what you called indirect lighting?