Killzone 2 pre-release discussion thread

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I'm watching this now. Where are the B3D hardcore devs? Someone who really knows his/her stuff needs to look at this and comment for us laymen.

<bait>HEY LOOK LOTS OF KZ2 MEMORY USAGE NUMBERS.</bait>

Arjan Brussee really went all out talking about the tech. I guess this is as good as it'll get until the GDC stuff is shown. :)

Hey patsu where exactly is that spoiler? I'd like to avoid it. :cool:

Edit: frame-rate seems well locked at 30 in that train scene. I wish he'd stop the v-sync for a moment just to check out how far it can go. :)
 
It's a little hard to find one line from a 40 minute video :)

The old guy said it somewhere after the middle of the interview. I'll try to catch it later (after dinner).


The dev kit view/navigation of KZ2 is impressive (!).

EDIT: Found it. Skip 27:17 - 27:23 if you want to avoid the spoiler (It's about 2/3 down the movie)
 
- Online goal was 32 players with same fidelity as single player (12:08)
- It was a challenge (12:36)
- The video claims its running at a minium of 30fps for multiplayer (12:39)
- Game has bots for multplayer (13:11)
- Bots have stuff as people, badges, missions, etc (13:33)
- 3 levels of difficulty for bots (13:46)
- Bots and human players in the same match (14:17)

- Every pixel has a speed when computing motion blur (17:00)
- Normally use 2 SPU's, when going full force use all 6. (~19.00)
- Gain roughly 20 - 40% more speed when using the SPU's. (~19.00)









Sorry about some of the bad captures, its a little annoying trying to get it without the pause watermark and clear at the same time.

Thats all i can be bothered to watch for now, its very interesting.
 
It's interesting to see the amount of memory used. I wonder if it provides any clues about the OS's footprint. The main RAM used seems low though.
 
It's a little hard to find one line from a 40 minute video :)

The old guy said it somewhere after the middle of the interview. I'll try to catch it later (after dinner).


The dev kit view/navigation of KZ2 is impressive (!).

EDIT: Found it. Skip 27:17 - 27:23 if you want to avoid the spoiler (It's about 2/3 down the movie)

I am not gonna watch the intro, as those things make you go Wow ! when you put the game in.
but I can watch the interview, specially since you have mentioned the spoiler area.
Does the interview show the intro too?
If so, I won't watch that...:???:
 
They are everywhere. :)

The interview shows more than in-game footage. Besides the performance stats people posted here, GG also demonstrated a very brief devkit "run" of the game (He went into third person mode to show the player in the KZ2 world).
 
Huh ! What do I do then ? :???:

I've been avoiding media as well. I watched that interview and didn't take note of anything that I would consider a major spoiler. What "spoilers" are there, I would say are minor, and almost nothing to do with the story, just the locales. I'd say you're safe to watch it, unless you're dissecting each section, or going for a complete media blackout. In which case, you probably shouldn't even be in this thread! :p
 
I watched the start of the interview........they are shwing environments not seen before.....I wouldn't want to watch that, so not doing it.

Patsu, what's the stuff that makes u appreciate it more? can you tell that here?
 
WTH, I became a nanny for you guys. :devilish:

I can't write poetic English to describe the KZ2 scenes. I *could* render KZ2 in stick-man (TM) mode. Would that help ? :p


The enthusiasm of the devs impressed me (Didn't know KZ1 was their first game). Essentially, the scope of the game and all the nitty-gritty details are memorable. They paused and pin-pointed all the elements for noobs like me to recognize easily. I feel all warm and fuzzy inside already.

Devkit view and the SPU performance view are the highlights for me.
 
Making of Killzone video, english subtitles
18": shows some PS3 devkit benchmarks on screen and talks about SPU use cases
21": characters react to each bullet and animations blend together
23": bullets leave marks to environments, each gun has own "fingerprint"
24": lightning demo, hundreds of light sources

Here is the link to the killzone Video, just in case anyone doesn't want to use the built in browser flash player and use their own player to make shots

http://video2.gamekings.nl/20090120-Killzone2-special-full.flv

246MB, use with caution :p

Addon:
Shit, I just noticed that they added wind effects to projectiles (like grenades) and the player themselves.
An addin that I don't think I've seen in other FPS or TPSs. Very interesting.
 
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Here is the link to the killzone Video, just in case anyone doesn't want to use the built in browser flash player and use their own player to make shots

http://video2.gamekings.nl/20090120-Killzone2-special-full.flv

246MB, use with caution :p

Addon:
Shit, I just noticed that they added wind effects to projectiles (like grenades) and the player themselves.
An addin that I don't think I've seen in other FPS or TPSs. Very interesting.

Yup, grenades bend in the wind.
 
Arjan Brussee, Development Director and a Guerilla Games founder explains:

"The trick of PlayStation 3 performance really is the use of the SPUs. You have to see it! There are six co-processors running on 3.2GHz. They are really fast. Normally we can't achieve [these graphics] in a game because it's too slow...[so] we throw it all on the SPUs."

Brussee reveals that they don't always use all of the SPUs:

"Normally we use about two of the six SPUs, but if we're going full force, then we simply use all six. If you get in crowded fire fights online, then these things really max out."

He continues to list how the Dutch team used the SPUs for tasks usually taken up by graphics chips:

"We use SPUs for all kings of things. We use them for physics, for particles, we use it to decode and mix a lot of MP3 streams simultaneously. We've got 7.1 audio mixing. It's really cool. If you have a 7.1 set it's totally amazing! If you do not have one, you really want to have one! Believe me! And we use it for things like lighting.

"One of the first things we do with the PlayStation 3 is we use the SPUs, not only the graphics chip, but the SPUs, in order to really help with rendering. You normally use only the GPU, but the SPUs are so fast; they really help to post-process all those particles and work with each other. So we gain about 20-40% extra speed."

http://www.gamezine.co.uk/news/game-types/first-person-shooters/guerilla-games-spus-secret-ps3-s-performance-$1262922.htm
 
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