First Killzone screenshot/details? So says USAToday..

The AA aspect is very confusing.

N'Gai Croal reported this;
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.)

And Michal Valient, Guerrilla-Games are gonna talk about;
how we designed a deferred rendering engine that uses multi-sampled anti-aliasing (MSAA)

And now motherh says it's only 2xAA? It's certainly is the best 2xAA i've seen if that's the case.
 
can't wait for the day they'll disclose how they did this game.
The parts that look good, look really good.


ps: lets not try to convince those who "dont see it". Instead, ask your selfs why is he trying to convince us how bad it looks? its no longer sharing an opinion, its forcing it.



so, MSAA 2x can't be responsible for such a clean image. what you guys think the trick is? blur helps, but not like that. Too clean and yet, crisp.
 
the shadow disappears for a bit. Its like the shadow is a second character behind the hellgast that clips into the wall and comes back as you come closer or further.
It seems the shadow behind him is caused by the muzzle flash, and when it disappears he's is not shooting and the helghast is lit by a flashlight of some sort.

Looks great but he doesn't seem to react to the bullet hits correctly and he starts to "flail" when dying, not at the beginning when getting hit.
The first couple of shots is shot to the left, missing.
 
One of the things that made us believe in Guerrilla's potential, even when it hadn't yet been fully realized, was the company's attention to detail. Looking up above, we see cables that look like power lines or telephone lines, swaying in the wind. (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.)

http://blog.newsweek.com/blogs/leve...exclusive-expanded-details-on-killzone-2.aspx

Ergo, no jaggies. :)
 
Maybe I`m strange, but what I liked most about the Killzone footage is the way the enemies drop their guns when they get shot.
It`s weird that such a little detail can get your attention when you see the game doing all kind of other great stuff.
 
Maybe I`m strange, but what I liked most about the Killzone footage is the way the enemies drop their guns when they get shot.
It`s weird that such a little detail can get your attention when you see the game doing all kind of other great stuff.

Actually one wonders if this attention to detail is the "thing" that people cant describe that makes them so exited about the game. As stated in this thread, people fliniching at incoming bullets, animation of the gun hand (for me thats great), very well done ragdoll combined with indirect lighting, droping the weapons, the use of tracer fire to fill the screen with bullets making the action more intense, the fact that blind firing is used again brings beleivablilty to the action. Smoke effects, diffrent lighting giving diffrent hues (fire orange, gun fire white etc).

Out of intrest there is a fan movie here, uses combination of KZ2, KZ1 CGI, KZ1 gameplay, KZ2 CGI real actors cut to good music (just thought it was impressive video and shows that people are "getting" the lore and theme of the KZ universe). http://www.gametrailers.com/umwatcher.php?id=83386

Due to its unquie stile I also think that KZ will attract some real rabid followers of the game to. Again attention of details like the speakers and propaganda and that they created the Helgan alphabet. Like many sucesfull games KZ2 has allot of colour, backstory and style that brings the game to life.

By the way I just love the laser sight, I don't know how easy it is to do techincaly but its just so impressive.
 
Okay, listen up everybody.

FORGET COD4.

I'm sorry I ever brought it up. I should have used GT5 examples or something to show you what a game's unparalleled strength is.

COD4 was impressive with the sunny scenes in the jungle. Insane foliage, great daylight lighting and shadowing, and animation that was convincing for long stretches of time during gameplay. This type of scene was done a lot better than any other game so far, unless someone can show me otherwise. This is COD4's STRENGTH.

KZ2 has nothing like that, so why the hell are you all comparing them? What can you possibly prove by comparing KZ2's showcase scene to COD4's worst? Gears looks way better than COD4 in that type of scene. Even Resistance might.

Tell me KZ2's big STRENGTHS that, in your words (not you Nesh and Rangers, but people like joebloggs), "blow all other games away". Do not choose a game to compare it to, as you'll pick some crappy scene and think it proves you right. I'll find a scene to prove that other games are not being totally outclassed.

KZ2 does a lot of things very well, and you can tell that there's a huge budget behind it. However, it does not blow away all other FPS games. Nothing like how Doom3 took dynamic shadows/lighting and normal mapping to a completely new level, or how GoW one-upped both of those aspects by a big step again (among other achievements), or how HL2 took interactive physics to the next level, or how Far Cry showed us what extensive DX9 shader usage and HDR can do for visuals. Those are "best looking by far" type games when they came out.

(BTW, COD4 does not belong in that elite group either, but for those of you poo-pooing COD4's animation: Show me one example of extended character running in ANY game - KZ2, Drake's, GoW, GRAW - that looks as realistic as in this video:
http://www.gamersyde.com/leech_4049_en.html
That is an advancement in animation, not some 1 second mo-capped sequences in KZ2.)


You're missing the point ;)

All those things you mentioned about Doom 3, Half-Life 2, Gears of War, Far Cry, etc, are all being done at the same time in Killzone 2. It's not that Killzone 2 does a lot of new things, or breaks any molds. What it does is combine what other games focused on, and then put it together in one package.

Dynamic Lighting, fluid animation (and what looks like animation blending), 4xMSAA, destructable environments, volumetric smoke effects, great physics engine, multiple enemy and allied AI sets (I counted maybe 6?) with 5.1 Surround sound?

Call me crazy, but that is one hell of a technical achievment. Regardless, you can continue to try to downplay it or make it out to be less than what it is, but trying to take that impressive feel away from other people is downright sad. Seriously, I'm sure you have better things to do with your time.
 
Did you really see "tons and tons" of that stuff? I saw maybe 2-3MPix of transparent pixels at most at one time
That's a lot! 3x ovedraw..if you consider AA it could be even 6x ovedraw.
, and lots of transparency effects looked like they were trying to avoid high overdraw (see my prev. post).
Yep, and in my opinion they use a couple of tricks here that could explain also why you don't particularly like their explosions:
1) many explosions and other transparent effects look kind of blurred, maybe they render them in a quarter resolution render target and then they do a full screen composite
2) many explosions have a lot of completely opaque or completely transparent pixels..you can guess the rest :)
Anyway, eDRAM is about more than just transparency. Try doing KZ2 graphics with a 128-bit bus for the whole system...
Don't forget the other bus! :p
So what are you willing to share about your knowledge of KZ2's rendering system?
I know nothing about their rendering system, all I can share is what I can guess observing their stuff.
Do you think it has a way of skipping calculations on non-edge pixels where all four subsamples are the same?
Umh..they say it's 2x AA and I tend to believe this as 4x + deferred rendering would really consume a lot of memory, it's not worth the cost on a console imho.
Moreover to skip calculations they can just do this.

Marco
 
so, MSAA 2x can't be responsible for such a clean image. what you guys think the trick is? blur helps, but not like that. Too clean and yet, crisp.
2x MSAA can do that..if you employ a 'good' AA resolve, proper gamma correction and a dark palette!
I downloaded the 720p trailer from IGN and I can assure you that aliasing is there..
 
In my computer something like 2x still makes the game look like a flickering mess (like most ps2 games).

so, if that is what they are doing, i like it lol
 
Actually one wonders if this attention to detail is the "thing" that people cant describe that makes them so exited about the game. As stated in this thread, people fliniching at incoming bullets, animation of the gun hand (for me thats great), very well done ragdoll combined with indirect lighting, droping the weapons, the use of tracer fire to fill the screen with bullets making the action more intense, the fact that blind firing is used again brings beleivablilty to the action.
That might well be it. I had a similar response to that you've described from Uncharted. Those sorts of games don't appeal to me, and yet this one did. I think it's a combination of things, pulling together the technical aspects we can break down and analyse into a superior artistic experience. It's like you could bake a cake with less than the best sugar, flour, eggs, butter, and yet produce a far better cake with them than other cakes that muck up the baking, or use the very best of one ingredient with shoddy other ingredients. There's a realism to KZ that is something special. COD4 has that too (though I notice anim transistions - neither has the animation truly fluid), and I think the rest in the preferences comes from style choices and settings. Some people will prefer a natural environment to the grit of the Helghast, and I think that sets them up to be either favourably inclined or not. If you don't like the look of a game, chances are you'll be less receptive to what it does right.
 
Yeah it is, accomplishing something like this can only be done by people in white coats locked away in dark rooms for years...
LOL! :) can you explain why combining deferred and forward rendering should be so difficult?
 
LOL! :) can you explain why combining deferred and forward rendering should be so difficult?
Hehe, I am no dev so I don't know, just impressed by what i see.And I don't just mean that part. Why aren't more dev using this approach? :smile:

EDIT: Changed the sentence...
 
Mintmaster, we are not that different from you. To find out the "strength" of KZ2 and what impressed us, you only need to answer your own question.

I never said nothing is remotely impressive. Show me where I did. Almost everything is well done, and KZ2 is impressive overall.

If you can answer how KZ2 is impressive overall to you, then you have found our answers... and may be help us articulate some of these qualities better (nAo already helped big time but you may have other perspectives).


As for the Helghan death sequence, that is just incredible. It made me want to rifle butt the guy (to knock him out, instead of kill him). It's "too real". :)

Finally thanks to nAo for clarifying a lot of the points. What are "internal lens reflection" and "depth-based color grading" used for ?
 
nAo I am not a person who knows much about graphics, what I was thinking (probably wrongly) is that lets say you could produce an infinite amount of polygons to create your character, would this still mean you would have to have AA, because I would have thought that because you had such dense polygons there would not be any way to see the jaggies via the naked eye?

Sorry for using such an extreem example, just wondering if my thinking is correct?
 
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