Killzone 2 pre-release discussion thread

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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 ?
 
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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 ?

Seems more like a color correction change as you would do in a film to match the mood. The texture quality looks the same.
 
Few more pics for this page

2pynw5y.jpg

http://i38.tinypic.com/2prgyv6.jpg
http://i38.tinypic.com/2yws3e0.jpg
http://i35.tinypic.com/13zxuh3.jpg
 
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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.

The textures look the same but the light no. Look at Seve´s eyes in the E3 video. It has a subtle light. In the new there is no pixels lighted. And look at the example of the captain ( sorry, i edited my post before seeing your answer ), there it´s very noticeable.
In a way, what i mean is that they have added shadows everywhere in characters but to the cost of lighting. See this:

0386.jpg


Shadows are great but all the face is bright.
 
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This is insanity...the overall package looks like nothing else on the market or upcoming.

That said, they need more multiplayer maps I feel.
 
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
 
They added more colour. And the flame effects..good lord I've never seen anything like that outside of CG.
 
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.

There are some model changes but I am basing it on ingame play screenshots in the IGN link. They are of good quality. Look at the overall picture.

Changing gamma and contrast in an image editor is far away the same as doing it in a games editor.
 
And I thought people here are eagle eyed, yep, this is really just a contrast tweak.
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.

Maybe you are right and everything is related to the new look that that level has now. In that level in particular i prefered the grittier look that had before.

But anyway the new contact shadows are top notch, and are everywhere!.
 
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.


When you start getting nit-picky, it's pretty easy to say X game does Y better than KZ2. But it's the number of things KZ2 is getting right at the the same time that is so mind blowing.

I thought based on just the beta this game was already the best looking game I had played. But this new SP campaign footage is even a level beyond that.
 
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