Heavenly Sword pre E3 hype?

Haha, nice photo.

VE3D has some new (i think?) captures from the trailer - quite good quality!

http://ve3d.ign.com/#632298

heavenlyswordplaystation3scree.jpg


1080p: http://ve3dmedia.ign.com/ve3d/image...aystation-3-screenshots-20050708074039379.jpg

heavenlyswordplaystation3scree1.jpg


1080p: http://ve3dmedia.ign.com/ve3d/image...aystation-3-screenshots-20050708074045270.jpg

heavenlyswordplaystation3scree.jpg


1080p: http://ve3dmedia.ign.com/ve3d/image...aystation-3-screenshots-20050708074053847.jpg

heavenlyswordplaystation3scree1.jpg


1080p:
http://ve3dmedia.ign.com/ve3d/image...aystation-3-screenshots-20050708074102190.jpg

heavenlyswordplaystation3scree2.jpg


1080p: http://ve3dmedia.ign.com/ve3d/image...aystation-3-screenshots-20050708074109236.jpg

edit - resized the pics for readability!
 
I don't want to quote the above post because the picture is so huge...but this is an extremely good picture. Is that what where to expect in-game? or is that just an action sequence?
 
That's in-engine.... prerendered for E3 (for various reasons), but that's what you will see in-game, if I understand Deano's cryptic messages ;)
 
It's gameplay engine running at xFPS, sped up to 60fps for the E3 trailer.

Anyone know when we might see HS next? TGS? Summer Playstation Conference in Japan, if there is one?

I'm dying to see more, hopefully indoor stuff too.
 
U know what? I was wrong both this and Fight Night are the gameplay shots that I was hoping for from PS3. The shot with the logs is awesome. Well done.
 
3roxor said:
I wonder why it looks so blurry.

The depth-of-field and motion blur?

It looks just about right, IMO. The motion blur obviously makes more sense in motion (see: trailer) ;)

ralexand said:
Looks like they are using some nice AA in those shots. Anyone know the sampling level?

No AA according to Deano.
 
That corncob in the second pic looks mysteriously out of place when you check the full sized pic (no nit-picking here :oops: )
 
Looks like they are using some nice AA in those shots. Anyone know the sampling level?

There's no AA at all (according to heavenly Deano, somewhere on these boards). If you check the full sized images you can, if you look closely, see small jaggies here and there.
 
ralexand said:
Looks like they are using some nice AA in those shots. Anyone know the sampling level?

Not sure. It's at 1080p. Might be the post-process that's adding the AA. If not, then they must have found a way to get HDR + AA out of the dev kit, b/c Deano already said they're using fp16 HDR. PEACE.
 
MechanizedDeath said:
ralexand said:
Looks like they are using some nice AA in those shots. Anyone know the sampling level?

Not sure. It's at 1080p. Might be the post-process that's adding the AA.

I'm not sure they added any AA in the post-processing. You can still see some jaggies on some edges if you look closely.

I think it's just a combo of high resolution and scene postprocessing (motion blur, depth of field, hdr) that helps minimise the perception of aliasing. I've been holding up HS for a while now as a poster child for the reduced need for AA at very high resolutions.
 
Titanio said:
I think it's just a combo of high resolution and scene postprocessing (motion blur, depth of field, hdr) that helps minimise the perception of aliasing. I've been holding up HS for a while now as a poster child for the reduced need for AA at very high resolutions.

No rendering AA at the moment but the HDR and camera model does effectively low-pass the image a little.
 
DeanoC said:
Titanio said:
I think it's just a combo of high resolution and scene postprocessing (motion blur, depth of field, hdr) that helps minimise the perception of aliasing. I've been holding up HS for a while now as a poster child for the reduced need for AA at very high resolutions.

No rendering AA at the moment but the HDR and camera model does effectively low-pass the image a little.

Cheers, cool to know.

You mentioned some postprocessing of the trailer outside of the engine before - it doesn't look like it, but was any AA added at that stage? My guess is no judging by some shots, but word from yourself would be most excellent. Thanks!
 
DeanoC said:
Titanio said:
I think it's just a combo of high resolution and scene postprocessing (motion blur, depth of field, hdr) that helps minimise the perception of aliasing. I've been holding up HS for a while now as a poster child for the reduced need for AA at very high resolutions.

No rendering AA at the moment but the HDR and camera model does effectively low-pass the image a little.

Are you telling us you can implement AA + HDR? ;) Sorry, couldn't resist, it's been a hot topic of late. If you can say, are you guys exploring the addition of FSAA or MSAA? Inquiring minds want to know...and want to create new discussion threads on it. :p j/k PEACE.
 
Titanio said:
You mentioned some postprocessing of the trailer outside of the engine before - it doesn't look like it, but was any AA added at that stage? My guess is no judging by some shots, but word from yourself would be most excellent. Thanks!
Honest answer is that I don't know... Shake (the post-processing software) is fairly complex and requires an expert (our lead artist) to work with, what exactly he did I don't fully know.

But as a rendering person, it could blur (low-pass filter) in both the spatial and temporal domain and it could extract edges using the z-buffer...
 
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