NovemberMike said:For example, console devkits have traditionally had more RAM than the consoles. [snip]... if it holds for the PS3 then it might have less texture detail and such.
Why ?
NovemberMike said:For example, console devkits have traditionally had more RAM than the consoles. [snip]... if it holds for the PS3 then it might have less texture detail and such.
Poo. I am so looking forward to playing this.
and you think the visual of Killzone 2 wont improve from now until it release in early 2008?
I´ve heard that it has already been downgraded, No day and night cicle etc.
Would be massively helpful if you can provide some links to KZ2 GA feature set. ^_^
I was at the presentation yesterday. Some interesting ideas. Overall, dropping HDR, 4X MSAA for 2X, using only 12 (6) taps on 512x512 shadowmaps for the main directional light, dropping specular color for materials, dropping directional lightmaps, dropping shadows and per-pixel lighting on particles, only one lighting model for the entire world, for the sake of more lights (actually, for the sake of lighting performance non-dependent on the geometry but only on fragments lit which would be desirable) didn't seem worth it to me.
But I still hold to the idea of Deferred Rendering, the architecture is so simple and natural it hurts it's not a win this generation. I'm sure I can go deferred without sacrificing flexibility for the artists when DX10.x like hardware is standard on consoles too.
Ah, The Art Of Cryisis presentation was absolutely ace, the most interesting I've seen in years and I was the only coder in it. Those guys know their stuff.
If I remember correctly, they have a IBL solution for dynamic objects based on SH and computed in parallel on SPU, which is written to the albedo component in the G-buffer. Using the SPU this way is a pretty cool idea.
It looked like they don't support different time of day, since they pre-compute a single component directional light occlusion term (basically static shadow term). It's interesting how they use this term to stencil mask the deferred lighting computation of the main directional light, which gave me a couple of ideas.
Dont know if it has been completly removed but since they are using static shadows then it would seem so.
Fran had some interesting things to tell from the tech presentation.
>>>>http://forum.beyond3d.com/showpost.php?p=1039398&postcount=88<<<<<<
http://forum.beyond3d.com/showpost.php?p=1039408&postcount=90
http://forum.beyond3d.com/showpost.php?p=1039933&postcount=121They were later talking about more than 100 on screen real-time lights and around 10 on-screen shadow casting. I would not like to build forward render engine for such requirements. I think most of the trade-offs they made seem reasonable with these numbers and I think 4xMSAA and directional lightmap might be too much extra memory, but who knows why they don't have it.
About static shadows and lights, I found this very interresting.
http://forum.beyond3d.com/showpost.php?p=1039933&postcount=121
Come to think of it, for an FPS, do you always have to fight during day break or dusk (for the day <-> night switch to happen), or do you fight for so long that the day changes to night (and vice versa) ? Can't they go to a different level for day or night combat ?
Well all shadows are not static of course. But since there are static shadows in the game (probably for buildings and such) then day-time cycles would look strange as real-time shadows wont point at the same direction as static shadows.
Suppose you fight at sunset, in ~30 mins the sun has disappeared and thus things get dark. Now imagine seeing how the shadows change position and gives new hiding points and impresses the player! :smile:
Suppose you fight at sunset, in ~30 mins the sun has disappeared and thus things get dark. Now imagine seeing how the shadows change position and gives new hiding points and impresses the player! :smile:
If the Sun has disappeared, can't they remove the static shadow totally and leave the dynamic lights only to work their magic ? (I am genuinely asking a question here).
Supposed ? It is not a downgrade _if_ none was planned in the first place ? Otherwise, every game without this feature would be a downgrade from day 1.
If the Sun has disappeared, can't they remove the static shadow totally and leave the dynamic lights only to work their magic ? (I am genuinely asking a question here).
There is no downgrade that we know of. Fran was talking about possible features set (HDR, day/night etc) not the initial specs of K2. Some certain group of people choose to interpret that as a downgrade as expected.No, what I meant was:
Was day-night cycle planned into KillZone 2 in the first place ? We were only told about weather effects as far as I can recall. What official day-night downgrade are we talking about ? Most of us, including myself, are just speculating here. :|
Come to think of it, for an FPS, do you always have to fight during day break or dusk (for the day <-> night switch to happen), or do you fight for so long that the day changes to night (and vice versa) ? Can't they go to a different level for day or night combat ?
Of course, but there was some talk about daytime changes in this game. May have been speculations though (Im to lazy to go out on a link hunt now!)! :smile:
Nebula said:When the sun disappears it is dark, I am talking about daytime until it gets dark!
Gentlemen let's return to discuss about this threads topic (that is KZ2)! :smile: