Killzone public beta later this year (Yes, another Killzone thread)

Discussion in 'Console Gaming' started by crazygambit, Jun 8, 2007.

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  1. "Nerve-Damage"

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    My point wasn’t really about possible limitations, my point was more about its own tools (PS3). Creating solutions; rather than excepting what another company API terms “you cant do it because we said soâ€￾.
     
  2. chris1515

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    From a presentation of Matt Phar Neoptica last year, it look like the PS3/360 architecture with good bandwith between CPU and GPU and powerful SIMD engine may help Deffered shading.

    http://pharr.org/matt/talks/graphicshardware.pdf


    page 36

    thanks for the DeanoC article links shifty


     
    #42 chris1515, Jun 9, 2007
    Last edited by a moderator: Jun 9, 2007
  3. DeanoC

    DeanoC Trust me, I'm a renderer person!
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    From Develop
    "
    Deferred Rendering In Killzone 2
    Michal Valient, Guerilla Games
    A look at how Guerilla faced up to the next-gen challenge when making Killzone 2 (pictured right), one of the most anticipated PS3 titles. This session looks at the studio's approach to face this challenge and it designed a deferred rendering engine that uses multi-sampled anti-aliasing (MSAA). The talk also looks at how the team uses PS3's SPU for fast rendering.
    "
    There's also another box, with a quote from Michal bout how this is technical session etc.

    The conference is July 24th to 26th in Brighton.

    There, my good deed for the day, promoting a competitor and typing stuff for Beyond3D peeps, I should be sainted ;-) lol
     
    one likes this.
  4. DeanoC

    DeanoC Trust me, I'm a renderer person!
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    If you can access the MSAA buffer pre down-sampling it entirely possible to implement AA for deferred engines. Unreal 3 on console appear to choose not to simply cos it can be expensive.

    We apply our deferred shadowing in pre MSAA iirc.
     
  5. DeanoC

    DeanoC Trust me, I'm a renderer person!
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    Thats simply untrue, the hardware can do it, the API's can't. You can do it even on XBOX 1 as you can access the video surfaces directly. The biggest change DX10 brought was not 'new' hardware features but exposing an API to how the hardware treats video memory for generations...
     
  6. "Nerve-Damage"

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    Thanks DeanoC!! :grin:
     
  7. chris1515

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    Thanks, I don't know. It is cool. Thanks :grin:
     
  8. 3roxor

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    Deferred rendering in Killzone 2
    Michal Valient, Guerrilla-Games


    Next generation gaming brought high resolutions, very complex environments and large textures to our living rooms. With virtually every asset being inflated, it's hard to use traditional forward rendering and hope for rich, dynamic environments with extensive dynamic lighting. Deferred rendering, on the other hand, has been traditionally described as a nice technique for rendering of scenes with many dynamic lights, that unfortunately suffers from fill-rate problems and lack of anti-aliasing and very few games that use it were published.

    In this talk, we will discuss our approach to face this challenge and how we designed a deferred rendering engine that uses multi-sampled anti-aliasing (MSAA). We will give in-depth description of each individual stage of our real-time rendering pipeline and the main ingredients of our lighting, post-processing and data management. We'll show how we utilize PS3's SPUs for fast rendering of a large set of primitives, parallel processing of geometry and computation of indirect lighting. We will also describe our optimizations of the lighting and our parallel split (cascaded) shadow map algorithm for faster and stable MSAA output.

    Take Away
    The session will provide detailed overview and optimizations of modern rendering engine and parallel processing. Many of the topics are applicable for various gaming platforms.

    CODING LECTURE

    source: http://www.develop-conference.com/developconference/all_sessions.shtml
     
  9. Nesh

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    Just to make things a little more interesting....tomorrow we are going to see what were all the rumors about a project that is supposed to impress. Today we are getting these info on Killzone2's techniques. Who knows?
     
  10. one

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    Judging from the date, a big showing of KZ2 at E3 is now given :smile:
     
  11. Shifty Geezer

    Shifty Geezer uber-Troll!
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    Very interested how far they've taken this.
     
  12. Titanio

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    There are others going in similar directions wrt 'indirect lighting' calcs on Cell also. I think both Geomerics and another company who provide 'GI' or indirect lighting middleware solutions have discussed how they can fairly readily spread their calculations across both Cell and GPU. But yes, as far as specific games go, this would appear to be a more aggressive exploitation of Cell for graphics than we've seen to date, or at the very least, typically seen to date.

    I've little doubt they're totally unrelated. This conference isn't happening until after E3 afterall.
     
  13. mckmas8808

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    I wonder if any journalist will be there.
     
  14. RavenFox

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    I myself cant wait to see all this technical love in motion.
     
  15. PSman

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    The biggest problem with Killzone is the frame rate, which is too inconsistent. If they would just delayed the game and smooth out the frame rate, Killzone would end up as a much better game.
     
  16. Graham

    Graham Hello :-)
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  17. Capeta

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    Um..in real life when I throw something like a baseball my head doesn't suddenly get whipped back nor does my vision switch toward the sky...:???:
     
  18. sevanig

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    I think how the game controlled was more of a problem than the frame rate...
    well for me that is :)
     
  19. Nesh

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    Actually it does, because you are moving your body in an effort to pull out more force in throwing that object. And your head happens to be attached on that body unless you are rayman

    Your head doesnt stay in one place. It is attached to your body. Just draw a dot on a nearby object, stare at it and pretend your are trying to through a grenade. Although your eyes are still centered on that dot, the angle changes, especially the "placement" of foreground and background objects in your vision. Unless the only thing you are moving is your hands, which is not the case.
     
  20. Capeta

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    Strawman argument...nobody claimed your head doesn't move. The concept which you can't seem to grasp is the fact your head doesn't snap back causing your vision to point skyward like what's being demonstrated in KZ. You are wrong get over it. When I throw a ball I look at the TARGET I don't snap my head back causing my eyes to stare at the angle of trajectory. :lol:
     
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