Confused me at first too, but I think he was referring to the 360. Unless there is some HDDless PS3 SKU planned that I'm not aware of.
He's speaking from a multiplatform development POV, so yeah, 360 $199 SKU.
Confused me at first too, but I think he was referring to the 360. Unless there is some HDDless PS3 SKU planned that I'm not aware of.
The only real advantage from deferred rendering in KZ2 is that they can use a few hundred light sources per scene instead of a few dozen at max.
(I dunno how many GTA4 has at any time during the night, but it should be around that; then again, lighting in GTA4 is deferred too, but it does run on the 360.)
What KZ2 visuals depend on actually are tight art direction, high quality and very efficient artwork (texture budget per character seems to be way lower then Gears but most people won't really notice it) and very good post processing. I hope the GDC slides will have some before/after stuff to support my point here. It really adds a lot... You guys just wouldn't believe how crappy our CG stuff looks like straight out of the renderer and how much we add in post, either.
So it actually does come down to the budget. If a talented 360 developer gets a similar amount of time then they could produce something similarly cool.
It's just that MS doesn't really need that right now so they probably won't throw money at it.
The only real advantage from deferred rendering in KZ2 is that they can use a few hundred light sources per scene instead of a few dozen at max.
(I dunno how many GTA4 has at any time during the night, but it should be around that; then again, lighting in GTA4 is deferred too, but it does run on the 360.)
What KZ2 visuals depend on actually are tight art direction, high quality and very efficient artwork (texture budget per character seems to be way lower then Gears but most people won't really notice it) and very good post processing. I hope the GDC slides will have some before/after stuff to support my point here. It really adds a lot...
So it actually does come down to the budget. If a talented 360 developer gets a similar amount of time then they could produce something similarly cool.
It's just that MS doesn't really need that right now so they probably won't throw money at it.
joker454 said:You know I'm still not 100% sold on splitting post processing between the cpu and gpu. I guess there are cases where it can be done and/or makes sense, but it seems like the bang for the buck you get from the cpu in that regard isn't ideal on this generation. PS3 does have monster vector units, but you would munch up so many of them to do what the gpu would handle easier, not to mention dma bandwidth use, etc... Plus keeping post processing all gpu makes sharing and reuse of post process steps so much easier.
Quick example of that, I was bored between projects so I implemented the 'sun shafts' shown in the ShaderX6 book. I think it was 4 or 5 post process steps for that. Easy enough and it looked nice. Then I went back and optimize it. Since all our post process is done in gpu it was easy to reuse some of the data that the sun shafts needed from other steps, and better yet I was able to piggy back some of it on other steps. In the end, the entire sun shafts post process effect ended up only costing me ~0.45ms or so once I reused/reduced/recycled it into the exiting gpu post process pipeline. I was very pleased with that
It still may very well make sense for Killzone 2, but games are always adding more post processing in subsequent versions. So I can't help but wonder if at some point if someone went to the trouble of cpu-i-fying post process that they may run out of cpu and have to start shifting them slowly back to gpu anyways. Maybe I'd be more sold on a 16+ spu PS4, but not sure about this gen.
Hi,
You will want to watch this video http://www.gametrailers.com/player/43388.html
I completely agree with you btw. Another thing about the Killzone 2 game it is designed to funnel a player through levels after levels, scripting and linearity are perfect tools for a director to make impressive setpieces! It is anogulous to prerendered backdrops.
Bye!
When we talk about this level of performance, it has to be more than money. Everything -- talent, attitude, time, money, including any available hardware edges and tools -- counts.
It is anogulous to prerendered backdrops.
Bye!
You're getting a bit too emotional about this game and losing perspective on the technical aspects. IMHO.
So it actually does come down to the budget. If a talented 360 developer gets a similar amount of time then they could produce something similarly cool.
It's just that MS doesn't really need that right now so they probably won't throw money at it.
No, it's because they cannot. They just do not have the people who can do it. MSFT does not have any decent internal studio with really strong developers. And when we talking about top-of-the-line games we need to talk about the top-of-the-line developers, which cannot be bought with money alone, by definition.