Seing videos and pics, and above all comparing the version of the E3 2007 video mission to the new one, could be tell that per-pixel lighting is missing ?
Compare this in the E3 video:
http://i36.tinypic.com/24v1ruw.jpg
To this in the new video:
http://i35.tinypic.com/12515r5.png
The faces seem to have now flat light. Maybe it´s the same that happened to the MGS4 target video and this feature is impossible in real time video game code ?.
Another example pic of the flat lighting in characters:
http://ps3media.ign.com/ps3/image/article/935/935547/killzone-2-20081203111732822.jpg
Maybe to add SSAO they had to go back to a more traditional ligthing solution ?
http://media3.playscope.com/medias/Jeux-Video/PS3/8/9/8981/Screens/0325.jpg
http://media4.playscope.com/medias/Jeux-Video/PS3/8/9/8981/Screens/0386.jpg
http://i37.tinypic.com/2gsit6v.png
/waiting for mods to remove img tags... again...
[edit]
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Seems more like a color correction change as you would do in a film to match the mood. The texture quality looks the same.
Um, No. the preview code has better lighting and shadows all over the place, not to mention increased polycount on the models and MUCH improved textures which makes e307 build look plastic in comparison.After seeing more videos and pics, and above all comparing the version of the E3 2007 video mission to the new one, could be tell that per-pixel lighting is missing ?
Compare this in the E3 video:
http://i36.tinypic.com/24v1ruw.jpg
To this in the new video:
http://i35.tinypic.com/12515r5.png
The faces seem to have now flat light. Maybe it´s the same that happened to the MGS4 target video and this feature is impossible in real time video game code ?.
It is very noticeable if you compare the moment in which you have to report captain Narville. In the E3 video the captain´s face lighting was great, now it´s flat without diferences in face´s pixels, or all the face is dark or all the face is bright...
Another example pic of the flat lighting in characters:
http://ps3media.ign.com/ps3/image/article/935/935547/killzone-2-20081203111732822.jpg
Maybe to add SSAO they had to go back to a more traditional ligthing solution ?
Um, No. the preview code has better lighting and shadows all over the place, not to mention increased polycount on the models and MUCH improved textures which makes e307 build look plastic in comparison.
check this page for what i mean http://www.neogaf.com/forum/showthread.php?t=342018&page=116
And I thought people here are eagle eyed, yep, this is really just a contrast tweak.looks roughly the same but with changed gamma and more intensive contrast.
http://media.ps3.ign.com/media/748/748475/imgs_1.html
And I thought people here are eagle eyed, yep, this is really just a contrast tweak.
http://i34.tinypic.com/k2ftqx.jpg
The entire head and facial features have all recieved a very noticeable increase in poly count and alot better textures to boot. The saturated lighting and better shadows only gives the icing.
And I thought people here are eagle eyed, yep, this is really just a contrast tweak.
The entire head and facial features have all recieved a very noticeable increase in poly count and alot better textures to boot. The saturated lighting and better shadows only gives the icing.
Maybe to add SSAO they had to go back to a more traditional ligthing solution ?
Rubbish. Just watch the videos instead of trying to extract information from stills. It is obvious the lighting is still dynamic.
I've been checking out a lot of the beta videos and while the game looks technically very good, I am hesitant to say that it sets some kind of new graphical standard. There is a distinct lack of dynamic shadows under objects in the rooms (tables, chairs etc) and the deferred rendering thing has been done by several other titles recently (Dead Space being a good example). The main thing KZ seems to do better than most game is the overall IQ, AA and motion blur which give a convincing representation of CGI.