First Killzone screenshot/details? So says USAToday..

Discussion in 'Console Gaming' started by Titanio, Jul 10, 2007.

  1. tha_con

    Banned

    Joined:
    May 15, 2007
    Messages:
    1,928
    Likes Received:
    0
    Location:
    Manhattan, KS

    I see, my apologies from the misunderstanding.

    Though, I do think if they did add hazing to distinguish depth, that a lot of people would cite that as a technical short coming and 'fog' lol.

    But I see what you're saying now. I just absolutely HATE the use of DOF right now with next generation games. It's done so poorly and out of taste, just 'tossed in' because it's 'easy to do' for the current generation of games.

    Even then though, atmospheric haze is something that generally doesn't become visable for about 25 miles or so right?
     
  2. Shifty Geezer

    Shifty Geezer uber-Troll!
    Moderator Legend

    Joined:
    Dec 7, 2004
    Messages:
    44,106
    Likes Received:
    16,898
    Location:
    Under my bridge
    Depends on the atmosphere. A smoky club doesn't stretch 25 miles ;)
     
  3. Laa-Yosh

    Laa-Yosh I can has custom title?
    Legend Subscriber

    Joined:
    Feb 12, 2002
    Messages:
    9,568
    Likes Received:
    1,455
    Location:
    Budapest, Hungary
    Exactly. Now KZ's levels are war zones, so they should have plenty of smoke from gunshots, fire, explosions and lots of dust, too...

    MGS4 does it quite well, for example.
     
  4. archangelmorph

    Veteran

    Joined:
    Jun 19, 2006
    Messages:
    1,551
    Likes Received:
    12
    Location:
    London
  5. DJ12

    Veteran

    Joined:
    Oct 20, 2006
    Messages:
    3,105
    Likes Received:
    198
    500 different lightsources in a level seems like a lot to me.

    Seems like they even have a sun as a lightsource despite trying to block it with their post processing stuff :lol:

    I hope a "day mode" is unlockable when completing the game.

    I assume they took this picture when the filters were disabled.

    [​IMG]
     
  6. Phil

    Phil wipEout bastard
    Veteran

    Joined:
    Nov 19, 2002
    Messages:
    4,786
    Likes Received:
    377
    Location:
    127.0.0.1
    I'm not sure, but having 500 light sources there, doesn't mean the engine can cope with all of them at once without a hitch in framerate. From what I read, many of the lightsources are used up by flying rockets, flashes of blazing guns etc.

    Very impressived.

    I still hate the trend towards 30fps in most games now, especially FPS (I think Resistance would play even better at 60fps), but if they at least get it to run as smooth as Insomniac did their game with these graphics, I think I'll be happy enough :cool:
     
  7. archangelmorph

    Veteran

    Joined:
    Jun 19, 2006
    Messages:
    1,551
    Likes Received:
    12
    Location:
    London
    OR..

    It's a screenshot of an in door very well lit area of the game (as opposed to the outdoor, thundercloud-covered, night-time footage we've seen previously).. Seriously it doesn't take a genius to understand that the scenes shown before we're intentionally made to look dark and discoloured according to the environment the combat was taking place in..

    Also even if it was a random artistic decision to make everything ark and gloomy then I don't understand what the fuss would have been about.. I didn't hear anybody complain about the "moody" look of movies like "Sin City" for example..
     
  8. Rangers

    Legend

    Joined:
    Aug 4, 2006
    Messages:
    12,791
    Likes Received:
    1,596
    Exactly...the sheer grittiness of this game is part of what could make it so awesome, if they do it right.

    Although, that said, I WOULD like to see some variety of course.
     
  9. DJ12

    Veteran

    Joined:
    Oct 20, 2006
    Messages:
    3,105
    Likes Received:
    198
    The light is coming from one place, and it's too strong to be artificial lighting in my opinion.

    I stick with my thoughts about it being without the post processing effects. Seems like the most likely given what can be seen in the image.

    Unless of course there are day sections of the game without the gloom.

    I think you may have gotten the wrong end of the stick anyway, I am not against the gloomy feel of the game, I just think it would be nice to play through the game being able to see everything.
     
  10. archangelmorph

    Veteran

    Joined:
    Jun 19, 2006
    Messages:
    1,551
    Likes Received:
    12
    Location:
    London
    What like gears? (with it's use of practically every shade of brown imaginable!?)

    :lol: :lol:
     
  11. Laa-Yosh

    Laa-Yosh I can has custom title?
    Legend Subscriber

    Joined:
    Feb 12, 2002
    Messages:
    9,568
    Likes Received:
    1,455
    Location:
    Budapest, Hungary
    That's why they're using deferred rendering. They calculate lighting in screen space, which is a lot more efficient and mostly independent of scene complexety.
     
  12. Laa-Yosh

    Laa-Yosh I can has custom title?
    Legend Subscriber

    Joined:
    Feb 12, 2002
    Messages:
    9,568
    Likes Received:
    1,455
    Location:
    Budapest, Hungary
    Yeah, the good old "180 degrees rotation on the wrist gives you the candy wrapper effect" ;)
     
  13. patsu

    Legend

    Joined:
    Jun 25, 2005
    Messages:
    27,709
    Likes Received:
    145
    Good stuff. Don't forget the gameplay.
     
  14. Konrad

    Newcomer

    Joined:
    Jul 13, 2007
    Messages:
    59
    Likes Received:
    0
    Location:
    Sweden
  15. Deepblue

    Regular

    Joined:
    Jan 16, 2006
    Messages:
    443
    Likes Received:
    8
    #1136 Deepblue, Aug 24, 2007
    Last edited by a moderator: Aug 24, 2007
  16. TheChefO

    Banned

    Joined:
    Jul 29, 2005
    Messages:
    4,656
    Likes Received:
    32
    Location:
    Tampa, FL
    Sounds sweet!

    Seems like they're using a cover system as well. It adds so much to a typical fps IMO. Something like bioshock where the enemies are freaks, it doesn't matter much because they're running after you and/or unpredictable. But when faced with more traditional, intelligent enemies, it makes all the difference.

    In the first Gears they leaned on cover so much so that if you didn't use it, you'd die rather quickly. KZ2 sounds like they're trying to give players more freedom in that regard and letting them choose to run n gun or take cover. Makes me curious how Gears2 will approach their design.

    Good to see the gameplay is already at a playable level and seemingly well polished. I'm looking forward to this one!
     
  17. DieH@rd

    Legend

    Joined:
    Sep 20, 2006
    Messages:
    6,387
    Likes Received:
    2,411
  18. nintenho

    Veteran

    Joined:
    Feb 25, 2006
    Messages:
    2,002
    Likes Received:
    21
    Location:
    Cupertino, California
    the levels are huge, I noticed a little screen tearing in the rocket launcher clip but it's early, the textures are blurry, he's probably playing on the easiest difficulty, the blood spray and spatter on the walls is AWESOME, it has a cover system that looks like rainbow 6: vegas but it's in first-person, it's not like stranglehold where the whole pillar is destroyed by one clip (small parts fall off with every shot), in the intro video he detaches the camera and goes waaaaaaaay out and there's no pop-up at all, he says the level is 2 GB.
     
  19. "Nerve-Damage"

    Regular

    Joined:
    Nov 24, 2005
    Messages:
    809
    Likes Received:
    14
Loading...

Share This Page

  • About Us

    Beyond3D has been around for over a decade and prides itself on being the best place on the web for in-depth, technically-driven discussion and analysis of 3D graphics hardware. If you love pixels and transistors, you've come to the right place!

    Beyond3D is proudly published by GPU Tools Ltd.
Loading...