(1) Just read the beginning of the thread... (going back over it as I already wrote my reply, so tweaking now!) first shot is from E3, second one (lower quality one) I have no clue. First time I have seen it.
(2) Quality issues
Lighting/shadowing lower quality
-General light intensity/contrast is more washed out (compare: tree trunks, tree shadow/sunbreak contrast, sunlight areas in beyond the plaza, etc)
-Highlights on players not as pronounced
-Tree shadows missing where light is passing through
-Tree underbrush not as dramatically self shadowed
Poly Count
-Mainly the prime charcter has a reduced/jagged look now, specifically the suite and helmet appear to have less detail (mainly because the high gadget suit has been swapped out with the borring stock suit the other guys are wearing)
Textures
-Wall texture is flat
Surely they are not running out of texture memory!
-Trees beyond plaza are washed out and colorless comparatively
-Characters missing a ton of detail. Note the backback, back of neck, helmet, etc...
Stuff that looked the same
-Tree poly count (not leaves) and textures look spot on
-Outside lighting, the characters to the left and right looks the same
-HUD the same (note the aliasing!)
-Exact same scene; poly count seems on par
It looks like the second image is missing substantial lighting effects (HDR/Bloom or was the first just a Globally Illuminated CGI?), and has a slew of textures missing. The scene is the same (less the main character is a different model as jvd noted), but the render quality is a lot lower.
Things that have me confused: The significant reduction in texture detail (compare games like PGR3 and GOW... with the increase from 256MB to 512MB memory there really is no excusve for a huge drop off), a big hit in quality in lighting/shadowing (low end PC lighting), and aliasing.
Is this a 360 alpha kit, beta kit,
or PC version I don't know.
(3) For those wondering about the big hubub about CGI w/ ingame assets, the above pics are an example of what
can happen. There may be other explainations (early builds with details reduced for bug fixing, PC version, Alpha kits, etc) BUT this is a prime example of how a CGI movie with in-game assets can look the same, yet at the same time SIGNIFICANTLY different.
Most people wont notice, but from a technical perspective the differences are HUGE.
Ironically a game like PGR3 which was admitted at the time to be a mix of CGI and real ingame footage seems to have been a more conservative approach to using CGI techniques that closely mimiced their ingame rendering quality. Using a render target is always risky business. The temptation is always to be more dramatic and add little things you cannot do in realtime.
(4)
BTOA:
This has nothing to do with MS. GR3 footage was provided by
Ubi. MS demonstrated a lot of real game footage (i.e. they got bashed for showing a lot of incomplete software like PDZ, Kameo, Condemned, THAW, TWG, DOA4, etc). Obviously some companies did not have material ready and instead presented their render targets/CGI goals--and these titles were not "playable" (just like the only "playable" titles at the Sony booth, like LOD, UT2007, etc can be contrasted with the non-playable 'cinematics') BUT MS clearly did not request that every send them CGI. It is pretty clear they were showing real game footage (in a bad way!)
Sony specifically asked developers for game footage at 1080p @ 60fps and certain criteria. Based on what some devs have disclosed some was CGI and some was a mix of CGI/Realtime engines (compressed).
The difference?
MS NEVER denied showing any CGI. For example, Allard specifically said PGR3's demo movies had CGI.
Sony REFUDED TO ANSWER the question about CGI, instead insisting, "This is ingame".
And again, the freaking movie is from Ubi, not MS!
And again, Ubi never said it was realtime.
You have made this a "Bash MS" thread based on Ubi material that they have not made any claims about
When Ubi claims that the first is realtime ingame footage (it was stated way back then a few days after E3 that it was indeed CGI!) we can talk.
Until then bashing MS based on a Ubi media release is trolling. Ubi never said it was realtime ingame footage (follow the threads here, it was known within a week of E3 that it was CGI).
As you stated, the goal of this thread is to troll => bash people who challenged the Sony footage. You are calling people names like hypocrits.
The problem is Ubi never made the same claims Sony did, and MS has nothing to do with this. Basically you have fabricated a situation with the excuse to bash PEOPLE. That is not proper forum behavior.
Looking at the Gundam demo, I don't see how most PS3 developers couldn't deliever on their end.
How do you arrive at that conclusion? How much realtime PS3 game footage on final PS3 hardware have you seen?
Btw, if you did not notice, Oblivion, PGR3, GOW, etc... have all shaped up to be of the highest quality, comparable to the GR3 CGI (which is lower quality CGI/ingame assets). So indeed the 360 is capable of making games of the quality found in the GR3 CGI.
Why the Ubi guys have no HDR, washed out colors, low texture quality, etc... is a question only they can answer.
(5) Obviously the new pics stink comparatively and look like a game that would run well on a low end PC.
The question is why does the game look like this when it is known that the 360 can do better lighting, texturing, etc. Overwhelmed dev, to ambitious goals for first gen game, rushed launch, bad tools, dev kit/PC grabs, early build pics, etc...
Obviously not every dev is going to get a game that looks like GOW or Oblivion but it does appear Ubi is having a hard time hitting their target render.
Which is interesting because Ubi is a solid (but not great) publisher. You look at some of the other target renders and look at their previous quality games and it does make you wonder.
Time, money, and great artists are important this gen. If you do not have the time/money/skill to impliment dozens of important graphic tricks/details into your engine it will not compare to the teams with 100 people and $20M budgets.