Gears of War from X05 in 720p direct feed.

There is actually a big difference, taken from the frames i mentioned in the first post.

(00:21)

(00:32)



Bu still, the game looks great.
 
A possible and very simple answer to this would be what I've mentioned before - that the two sequences were indeed created with two different versions of the model, but from two different builds of the game. Thus, it's just that the art has been tweaked a lot between the two recordings. It is highly possible and happens with every game out there...
Just think about it, most games' marketing campaign won't start until 3-6 months before their release. But GOW plays an important role in the X360 launch, so MS has started to push it quite early on (remember, we've seen it at E3, more than a year before its release date).

The other option is of course that the cutscenes use an extra high LOD version that's never shown in the game. But I doubt that, because when the actual game ships, the difference would be far too obvious because of the 2nd person view...
 
Stillmatic said:
There is actually a big difference, taken from the frames i mentioned in the first post.


(00:32)



Bu still, the game looks great.

LOL.

#1. Nice way to pick out the worst facial frame in the entire video, you haven't shown your bias at all! There's a least half a dozen other instances with in-game face shots that look much better than that screen.

#2. That's from a cut scene! It's the cut scene after they reach the gas station, right before being ambushed.

All you've done is show cut scenes from two different stages in development.
 
scooby_dooby said:
LOL.

#1. Nice way to pick out the worst facial frame in the entire video, you haven't shown your bias at all! There's a least half a dozen other instances with in-game face shots that look much better than that screen.

#2. That's from a cut scene! It's the cut scene after they reach the gas station, right before being ambushed.

All you've done is show cut scenes from two different stages in development.


My bias? lol, wtf is that supposed to mean?

I'm a fan of games, always have always will be (i hope), i don't care who makes them or what platform they're on!

I posted two pictures to show there is a difference in quality, and from those two images a big one at that, i obviously took the worst since it's the easiest to get the point across, and i wasn't really comparing the faces, mainly the armour. If they're from two completely different builds, then sweet, i don't really care, i'll still end up buying it eventually (if the game turns out good) ;)

Your point was to show there isn't any differences (or very little), my point is that there is, to be honest i don't think the game will end up looking the way it does in the better screen i captured, but one can only hope :)
 
I just wondered why you would pick that particular screen which happened to stick out like a sore thumb, and which also happens to also be an in-game cut-scene. No worries.

Here's some more screens for y'all:


GOW_Screens2.jpg
 
scooby_dooby said:
I just wondered why you would pick that particular screen which happened to stick out like a sore thumb, and which also happens to also be an in-game cut-scene. No worries.

Here's some more screens for y'all:


GOW_Screens2.jpg


WOW looks great! :)
 
This cut-scene:

GOW_Screens.jpg


(top picture)

is not real-time. It's way too much better than everything else to be real-time. Not only does it look about twice as good as the actual game, and a lot better than the other cut-scenes they've shown, the animation is smooth and so is the framerate, while the real-time graphics run at a sketchy 20-30FPS.

Despicable, considering how much Cliffy B. has ragged on pre-rendered demos at E3.
 
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Gholbine said:
This cut-scene:

(top picture)

is not real-time. It's way too much better than everything else to be real-time. Not only does it look about twice as good as the actual game, and a lot better than the other cut-scenes they've shown, the animation is smooth and so is the framerate, while the real-time graphics run at a sketchy 20-30FPS.

Dispicable, considering how much Cliffy B. has ragged on pre-rendered demos at E3.

You have absolutely no idea what you're talking about. Really, why do people comment on shit they are clueless about? It's real-time son. With Cinematics you're able to pre-can animations. It's not rocket science.
 
Hardknock said:
You have absolutely no idea what you're talking about. Really, why do people comment on shit they are clueless about? It's real-time son. With Cinematics you're able to pre-can animations. It's not rocket science.

Like I said, compare it to the other cut-scenes they've shown of the game. The difference is like night and day.

Besides, there isn't really much animation, but the framerates are a dead give-away.
 
Gholbine said:
This cut-scene:


(top picture)

is not real-time. It's way too much better than everything else to be real-time. Not only does it look about twice as good as the actual game, and a lot better than the other cut-scenes they've shown, the animation is smooth and so is the framerate, while the real-time graphics run at a sketchy 20-30FPS.
.


It probably looks better because it has the opportunity to show more detail than the rest because its close up.

Gholbine said:
Despicable, considering how much Cliffy B. has ragged on pre-rendered demos at E3.

Last I remember, Tim and Cliff from epic actually picked up a controller and played through a level of the game, big difference in my book.
 
expletive said:
It probably looks better because it has the opportunity to show more detail than the rest because its close up.

Compare it to the other cut-scenes. Looks a lot more detailed, runs at a much higher framerate. Hell, look at the transition between cut-scene and gameplay. When they get up to start firing, the graphics take a nose-dive and so do the framerates.

expletive said:
Last I remember, Tim and Cliff from epic actually picked up a controller and played through a level of the game, big difference in my book.

Totally agreed. But the stuff they're manipulating with a controller looks and runs about half as well as that cut-scene does.
 
Gholbine said:
Compare it to the other cut-scenes. Looks a lot more detailed, runs at a much higher framerate. Hell, look at the transition between cut-scene and gameplay. When they get up to start firing, the graphics take a nose-dive and so do the framerates.



Totally agreed. But the stuff they're manipulating with a controller looks and runs about half as well as that cut-scene does.

I dont think i agree about the quality difference between any of the shots but as far as performance goes, the limited use of CPU resources (i.e. only using 1 core) easily explains that when things like AI, physics, etc come into play, the framerate dips.

The game is 8 months off and and theyve said in interviews that they expect performance to more than double. At that point they will continue to add eye candy to lock it in at 30fps. I fully expect the finished product to look at least as good as the best shots here and run at 30.
 
Gholbine said:
Compare it to the other cut-scenes. Looks a lot more detailed, runs at a much higher framerate. Hell, look at the transition between cut-scene and gameplay. When they get up to start firing, the graphics take a nose-dive and so do the framerates.



Totally agreed. But the stuff they're manipulating with a controller looks and runs about half as well as that cut-scene does.

I'm sorry but either you're blind or delusional. There is not that big of a difference. One is zoomed IN, and the gameplay is zoomed OUT. Of course you're going to see more detail in the closer shots. Blim Blim has stated it's all real time, so that's the end of that.
 
Just thought I'd point this out. This is running unoptimized on Xbox360 using the Unreal3.0 engine, which the PS3 ALSO has no problem running. MEANING that this could be done on both the PS3 and Xbox360, which means that the ****** whining is kinda pointless. This isn't representative of EITHER console's best abilities. BOTH WILL have better looking games than this, so just ONCE everyone just HUSH. I know, who am I, right? But, seriously, every once and a while just call it a day and move on, huh?
 
Nice new interview:

[font=Verdana, Arial, Helvetica, sans-serif][SIZE=-1]GS: Who wrote the story?[/SIZE][/font]

[font=Verdana, Arial, Helvetica, sans-serif][SIZE=-1]CB: Eric Nylund is writing the story – he's the officially assigned writer from Microsoft, he wrote the Halo book. I created the universe for the game. [/SIZE][/font]

[font=Verdana, Arial, Helvetica, sans-serif][SIZE=-1]GS: So how much story are you talking about? People complain about how the action stops in games like Metal Gear Solid.[/SIZE][/font]
[font=Verdana, Arial, Helvetica, sans-serif][SIZE=-1]CB: Nowhere near that much. I love Metal Gear, but I'm not that guy.[/SIZE][/font]

[font=Verdana, Arial, Helvetica, sans-serif][SIZE=-1]MR: It's all in-game, it's all in-context.[/SIZE][/font]

[font=Verdana, Arial, Helvetica, sans-serif][SIZE=-1]CB: We're going to start with a cut-scene, but I'm of the mind that you play games because you want to play, not because you want to watch. Eric and I have been going back and forth with the writing, and we've continued to pull it back. Less is more, as far as I'm concerned in dialogue. One thing that I'm very impressed with that Valve does is a lot of that kind of interpretive story. The posters on the wall, the overhearing of dialogue – if you're want to sit there and listen to it, and get more out of the narrative, you can do that. But if you just want to go in and blast some creatures, you can do that. So I guarantee that every cutscene in this game will be skippable the first time playing.[/SIZE][/font]

[font=Verdana, Arial, Helvetica, sans-serif][SIZE=-1]There's nothing more frustrating to me than a game designer who says “No, we put all of this effort into the story, you have to watch it!†No! Games are about choice. If the gamer wants to just get into the game and play it… Maybe there's a gamer out there who will skip the first cutscene, play the game a little bit, then be like “hey, this is kind of cool, I'm hearing all of these little details about this universe†– then go back and watch the cutscene. But I'd rather have the option than not.[/SIZE][/font]

[font=Verdana, Arial, Helvetica, sans-serif][SIZE=-1]GS: Can you shoot that sign up there?[/SIZE][/font]
[font=Verdana, Arial, Helvetica, sans-serif][SIZE=-1]CB: You will be able to make it procedural and everything, we have that ability, but right now it's canned animation. This demo doesn't leverage physics nearly as much as the final game will. With that cabinet there, in the final version you'll be able to shoot it and move it procedurally, with realtime physics.[/SIZE][/font]

[font=Verdana, Arial, Helvetica, sans-serif][SIZE=-1]GS: What are you using for physics?[/SIZE][/font]
[font=Verdana, Arial, Helvetica, sans-serif][SIZE=-1]CB: We're using Novodex. By the way, all of the animations you're seeing aren't final either, we're beefing them up a bit more.[/SIZE][/font]

[FONT=Verdana, Arial, Helvetica, sans-serif][SIZE=-1]GS: So how interactive are these environments going to be? If you put a cool house like that in front of me, I want to go inside it.[/SIZE][/FONT]

[FONT=Verdana, Arial, Helvetica, sans-serif][SIZE=-1]CB: By doing this single player experience, there's kind of a path that we have to have there, because things have to happen to let the story unfold. It's not a large open city like a GTA-like setting, so it's almost like "Pirates of the Caribbean," where you can get off the ride and walk around a little bit.[/SIZE][/FONT]

[FONT=Verdana, Arial, Helvetica, sans-serif][SIZE=-1]And I want to actually give you motivation to move to those locations – like we have these stranded people who were left behind on Emergence Day, and they've been living as squatters, and have been very clever about how they hide, and how they get from point A to point B, avoiding the locusts, so there's a lot of potential for secrets. As far as cover though, we do a lot with cover – like knocking over a pillar to hide behind it, moving the large physics objects – like there's a car that's kind of a husk – you can push it from the front, and there are sparks and everything, you can push it in the back and blow out all the windows, and if you blow out the windows and the doors you can't take cover behind it anymore – you can shoot off the hood and things like that. There's also destructible cover, so the visual language of the game says that if you're behind a wooden armoire or bookshelf it's not safe, and you can actually destroy the cover.[/SIZE][/FONT]

[FONT=Verdana, Arial, Helvetica, sans-serif][SIZE=-1]GS: I like being able to find things, so secrets are good.[/SIZE][/FONT]
[FONT=Verdana, Arial, Helvetica, sans-serif][SIZE=-1]CB: *Makes Zelda ‘treasure discovery' noise*[/SIZE][/FONT]

http://www.gamasutra.com/features/20051021/sheffield_02.shtml
 
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