would love to c resistance 2 using deffered rendering. also wish they could tell us how much SPU power they've harnessed for the game.
I can tell you right now. Between 30 to 40 percent. No brainer really.
would love to c resistance 2 using deffered rendering. also wish they could tell us how much SPU power they've harnessed for the game.
As far as i'm concerned i'll just be happy to see some of their technology shared among Sony's other internal studios for whatever games they may work on in the future.. Granted it's probably not going to be suited to all game types but i'm sure there's enough in there (especially with regards to SPU [practical] usage) for other to be able to take out and adapt to their own needs..
Isn't it part of edge already?
"GDC 07: Killzone footage used to hype PlayStation Edge"
http://www.gamespot.com/ps3/action/killzone2/news.html?sid=6166945
Isn't it part of edge already?
"GDC 07: Killzone footage used to hype PlayStation Edge"
http://www.gamespot.com/ps3/action/killzone2/news.html?sid=6166945
@ultragpu: If you read the forum rules, you'll note we encourage proper grammar usage here.
In this one sequence at the start of the level we are drawing well over one million polygons.
//Steven Ter Heide, Guerrilla
Triangle counts are not comparable in this case.. just wait for their presentation to be releasedHeavenly Sword does two to three times as much... but for one, they can use more transparent polys (for particle effects I guess) because it's a forward renderer.
Ok, so that would be around 60 to 90 millions a second then in HS.Heavenly Sword does two to three times as much... but for one, they can use more transparent polys (for particle effects I guess) because it's a forward renderer.
Steven Ter Heide, one of the producers on the project at Guerilla, says: "The PS3 allows us to deal with a tremendous amount of data on screen, the amount of polygons on screens, animation, the hit responses."
One level of the game equates to about two gigabytes of data, he says.
He adds: "In this one sequence at the start of the level we are drawing well over one million polygons. There's a lot of processing power needed to pull off these effects, such as motion blur, full-screen anti-aliasing, volumetric smoke."
Video with devs that show some new stuff from the demolevel.
http://news.bbc.co.uk/player/nol/newsid_6930000/newsid_6933500/6933588.stm?bw=bb&mp=wm&asb=1&news=1
EDIT:
How does that compare to other engines/games?
Heavenly Sword does two to three times as much... but for one, they can use more transparent polys (for particle effects I guess) because it's a forward renderer.
He said one million polygons for just that sequence though which should make us wonder how much they are using on other sequences
Or he mentioned it because it was what was on the screen at the time of the interview. Furthermore drawing 1 million polys has different connotations. Does that include shadows and other polygon effects? 'Coz a 2 million budget in a frame can spend half that budget on non-drawn polys, so 'polys per frame' does not inherently equal 'polys drawn'.Really, probably roughly the same or less. I'm sure he picked that sequence as an example of the high-end
Six BILLION polygons!
Really, probably roughly the same or less. I'm sure he picked that sequence as an example of the high-end
Or he mentioned it because it was what was on the screen at the time of the interview. Furthermore drawing 1 million polys has different connotations. Does that include shadows and other polygon effects? 'Coz a 2 million budget in a frame can spend half that budget on non-drawn polys, so 'polys per frame' does not inherently equal 'polys drawn'.
If the info is to be made public as nAo suggests, it's probably best to wait for that!
Incidentally, that BBC vid showed the trailer in a much better light IMO. The quality of environmental lighting was better. I don't know if the sceondary illumination was dynamic or not, but at least I could see it there, where on the trailer everything was too dark and I hadn't noticed it.