Killzone Prerendered E3 Trailer Talk

Discussion in 'Console Gaming' started by dubert, Dec 27, 2005.

Thread Status:
Not open for further replies.
  1. zidane1strife

    Banned

    Joined:
    Feb 27, 2002
    Messages:
    899
    Likes Received:
    1
    Location:
    End of time
    The ps3 dev. kit 2.4Ghz cell was able to handle volumetric smog(which to me looked virtually identical to the one seen in kz trailer, though it may not be of the same quality, it's so close as to be indistinguishable. I've both trailers right in front of me.) along with the physics for the explosion, smoke and destruction that ensued in the gas station demo. Now I'm not sure what that demo involved, but it was said that it was all done on cell. Does that mean all the texturing, lighting, etc, that's normally done by a gpu was also done on the weaker 2.4Ghz cell while at the same time it was generating a physics based explosion with accurate volumetric smoke movement and debris collision detection?

    To a robot thingie with perfectly cylindrical smoothly animated tube, and the two most detailed realtime characters ever seen, with pixel-simulating shaders running over the robot's screen, and a super detailed high poly gun, and smoke effects too!(btw, only some parts of the environment had low-rez textures as it's said they had to recycle do to time constraints on the rushed trailer, snake, otacon, the robot've superb texturing.)

    edited
     
    #141 zidane1strife, Dec 28, 2005
    Last edited by a moderator: Dec 28, 2005
  2. Deepak

    Deepak B3D Yoddha
    Veteran

    Joined:
    Jan 10, 2003
    Messages:
    2,687
    Likes Received:
    23
    Location:
    Nai Dilli (New Delhi), Bharat (India)
    Good discussion people, just keep it civil. Thats why I am addicted to B3D... :mrgreen:
     
  3. dubert

    Newcomer

    Joined:
    Jan 31, 2003
    Messages:
    65
    Likes Received:
    2
    And again. The polycounts here are alot lower that on the KZ video. There isn't even a hint of GI, faked or otherwise. The are no Hypervoxels either.
    You have to get a grip on reality.
     
  4. Titanio

    Legend

    Joined:
    Dec 1, 2004
    Messages:
    5,670
    Likes Received:
    51
    I think we should again bear in mind that it's not about technically matching the techniques and processes at play in a prerendered sequence, rather reaching a level that could look like that. That's what realtime rendering is all about - "tricks", perceptual quality etc.

    Just because something is prerendered doesn't mean it can't be effectively "done" in realtime, for all intents and purposes, from most people's point of view. Hate to hold it up as an exemplar here, because it's not on the same plane as the Killzone trailer in terms of either complexity or impressiveness (though I do remember claims of "impossible" at E3 with regard to it also), but the prerendered Mobile Suit Gundam trailer has been pretty faithfully realised in realtime now.
     
    #144 Titanio, Dec 28, 2005
    Last edited by a moderator: Dec 28, 2005
  5. Bad_Boy

    Bad_Boy god of war.
    Veteran

    Joined:
    Apr 15, 2004
    Messages:
    3,355
    Likes Received:
    25
    Your right, I cant believe I forgot about that demo, one of the most important demos related to this discussion. So like I said, I beleive its certainly possible the ps3 can do things like that.

    Infact, I beleive a developer or someone even mentioned a game being created around that demo's engine.
    http://video.google.com/videoplay?docid=-8025980825115926132&q=playstation+3

    True also.
     
    #145 Bad_Boy, Dec 28, 2005
    Last edited by a moderator: Dec 28, 2005
  6. dubert

    Newcomer

    Joined:
    Jan 31, 2003
    Messages:
    65
    Likes Received:
    2
    See the lighting on the last image for the Hypervoxels. You can see the light affects the voxels based on the thickness of the smoke, and the position of the light. also the animated billowing of the clouds is way too smooth, since it is in fact a procedural turbulence texture handling it. It would require hundreds of frames for the smoke to animate like that. The smoke in COD is in fact a volumetric rendered into a 2D texture, and mapped into a particle. You cannot get the properties of a real volumetric hypervoxel for a flat polygon like that. You could do multitexturing on the particle smoke of course. 1 for transparency, 1 for a normalmap to account some effects of lighting, and maybe also a zbuffer render of the original volume, to do tricks. But if that was animated it would require way too many textures, and especially if the textures are of a resolution that you will not see pixellation. There are many properties in a real volumetric that cannot be done AS IS with a realtime engine currently.
     
  7. Bad_Boy

    Bad_Boy god of war.
    Veteran

    Joined:
    Apr 15, 2004
    Messages:
    3,355
    Likes Received:
    25
    Umm, no offence at all, but I think you should read the couple posts above yours. I think volumetric smoke like that is very possible.
     
  8. dubert

    Newcomer

    Joined:
    Jan 31, 2003
    Messages:
    65
    Likes Received:
    2
    Not a real voxel AS IS.

    [​IMG][​IMG]

    See the render time on a SINGLE real voxel. Nothing else in the scene but 1 light source. No meshes, no GI, nothing but a single voxel. Rendered in my dual core AMD X2.
    Took 4 minutes 29 seconds, for a SINGLE voxel. Imagine that with all the other stuff a game has to calculate, at 60 fps, and on hundreds of particles.
    269.7 seconds * 60 frames = 16182 seconds for 60 frames. 16182 seconds / 60 seconds is 269.7 minutes = 4,495 hours for 60 frames of 1 SINGLE voxel. So the PS3 would have to render in 1 second, what my dual core X2 would render in 4,495 hours. So that would make 1 cell of a Cell, 970920 times faster than a new AMD X2.
    But Like I said, there are tricks to make it *look* somewhat like a Hypervoxel, but definately NOT AS IS, and NOT like in the KZ trailer.
     
    Jawed likes this.
  9. Mmmkay

    Regular

    Joined:
    Jul 3, 2005
    Messages:
    627
    Likes Received:
    31
    That is taken very much out of context, since Jack was interrupted with that question while answering his previous question. He was still speaking in terms of I-8. I addressed this issue a few weeks ago and I don't think there's really any room for debate here. IGN simply misinterpreted his comments.
     
  10. zidane1strife

    Banned

    Joined:
    Feb 27, 2002
    Messages:
    899
    Likes Received:
    1
    Location:
    End of time
    Well does look volumetric they even rotate the camera around it and looks like gobs of smoke not 2d particles, and the lighting does get through selectively, that is the thickest smoke doesn't quite let it through as the less thick smoke does once the explosion's light intensity has gone down a bit. There's also heat haze, accurate explosion/smoke displacement physics, lot's of debris with collision detection, and probably doing all that a gpu does to render the gphx(unless I missheard, or someone knows and can clarify this for us without braking NDA) at the same time while going at 2.4Ghz.

    In the end the end product's what matters.
     
    #150 zidane1strife, Dec 28, 2005
    Last edited by a moderator: Dec 28, 2005
  11. Bad_Boy

    Bad_Boy god of war.
    Veteran

    Joined:
    Apr 15, 2004
    Messages:
    3,355
    Likes Received:
    25
    Exactly. Titanio touches on this in his post.
     
  12. zRifle1z

    Newcomer

    Joined:
    Feb 12, 2005
    Messages:
    127
    Likes Received:
    1

    Great example. Thank you.
     
  13. dubert

    Newcomer

    Joined:
    Jan 31, 2003
    Messages:
    65
    Likes Received:
    2
    What you are missing here is the fact that a technology demo, showing a single piece of tech running in a confined environment. Remember the old tech demos on the old consoles?
    Like the highly detailed ( for that time ) T-Rex on PS1. Did you ever see a game running multiple instances of that T-Rex with the same detail in a game engine, that involves game logic, surroundings and other assets? No. I remember the Dreamcast tech demo showing a room with huge amount of polygons ( for that time ), but that level of detail didn't get into games since it was just a technology demo, showing something very specific. I also remember seeing a DOT3 bump mapped golf ball in the same demo. But bump mapping didn't get into any DC game, only for that demo.
    A demo showing a particular effect is not a representation of what you can do in a game engine in multiple instances. I've seen faked SSS running realtime ( although 5 fps ), and even that is a "fake", it still ran at low framerates, and only showing that particular effect.
    I've seen GI, and "realistic" caustics running realtime at low FPS, but again, not a chance to run on a full blown game engine.
     
  14. Bad_Boy

    Bad_Boy god of war.
    Veteran

    Joined:
    Apr 15, 2004
    Messages:
    3,355
    Likes Received:
    25
    It wasnt just a tech demo though. He specifically said it was a scene from a game they have in development.
     
  15. !eVo!-X Ant UK

    Banned

    Joined:
    Jul 8, 2005
    Messages:
    568
    Likes Received:
    3
    I remember him saying that aswel.
     
  16. dubert

    Newcomer

    Joined:
    Jan 31, 2003
    Messages:
    65
    Likes Received:
    2
    Oh well. If that's true, then more power to them!
    But I would like to see that demo too...
     
  17. zidane1strife

    Banned

    Joined:
    Feb 27, 2002
    Messages:
    899
    Likes Received:
    1
    Location:
    End of time
    and it was most likely using the 2.4Ghz cell

    Even the clothing in FF:TSW was rather stiff, heck most cg clothing was till a few years back. You'd have said something like the FFVII tech demo with supah smooth clothing animation would run at 60fps on early ps3 kits, and most would've laughed. Yet it happened, what was difficult to do even in prerendered scenes became feasible for realtime. New algorithms always pop-up, you never know when a good realtime solution will appear.
     
  18. !eVo!-X Ant UK

    Banned

    Joined:
    Jul 8, 2005
    Messages:
    568
    Likes Received:
    3
    #158 !eVo!-X Ant UK, Dec 28, 2005
    Last edited by a moderator: Dec 28, 2005
  19. dubert

    Newcomer

    Joined:
    Jan 31, 2003
    Messages:
    65
    Likes Received:
    2
    The poly counts aren't even close to Spirits, even today on realtime apps.
    And solving physically accurate dynamics for highpoly objects is still slow.
    The dynamics in game engines are not even close to that accuracy, but they suffice for games and the lowpoly objects in them.
     
  20. Laa-Yosh

    Laa-Yosh I can has custom title?
    Legend Subscriber

    Joined:
    Feb 12, 2002
    Messages:
    9,568
    Likes Received:
    1,455
    Location:
    Budapest, Hungary
    This thread has reached the bottom... I especially like how one guy shows the UT2K7 image and says that this is the proof for KZ being possible in realtime... ROTFL...
     
Loading...
Thread Status:
Not open for further replies.

Share This Page

  • About Us

    Beyond3D has been around for over a decade and prides itself on being the best place on the web for in-depth, technically-driven discussion and analysis of 3D graphics hardware. If you love pixels and transistors, you've come to the right place!

    Beyond3D is proudly published by GPU Tools Ltd.
Loading...