KILLZONE Shadow Fall [PS4]

This is the last thing I read on the DS4 lightbar matter:

http://www.gametrailers.com/side-mission/56065/dual-shock-4s-lightbar-sensor-cannot-be-turned-off

I have a plasma as well...and am actually worried, as my sitting distance is about two meters only. As LB said, playing a dark game in a (quite) dark room...meh, not sure at the moment.

On the other hand, I read that the Thief developers use the lightbar intensity in a smart way to indicate how much your character is visible at the moment...
 
You can generally turn off rumble, so maybe they'll make it like that. ;)

As for TVs, many TVs I know actually show black screen instead of static when they don't receive input, so a light that they're on is actually meaningful.

True, and a black screen from my plasma actually looks like the TV is off - caught me off guard a few times.
 
If multiplayer map packs are free, what is the Season Pass for?
The Killzone Shadow Fall Season Pass entitles you to:
an online co-op expansion pack that introduces a brand-new horde mode for up to 4 players
three arena map packs for use with the online co-op expansion pack, and
two additional multiplayer expansion packs that will be detailed at a later date.
The expansion packs and map packs covered by the Season Pass do not include maps for Killzone Shadow Fall’s built-in multiplayer mode – as we’ve said before , such maps will be released for free so as not to fragment the online community.

So , a 4 player co op mode is in the works ! Woohooo :cool: ! Though I would want a return of the 8 player Resistance 2 mode , c'mon, its next gen and we ares till going for 4 player co op !
 
Native 1080p/30fps I can live with... especially when visuals aren't going to be impacted, just improved. Maybe by the 3rd generation of PS4 software, GG will be able to have it singing at 60fps!

http://www.ign.com/articles/2013/09...lls-framerate-isnt-locked-at-60-and-heres-why

"Running 60 has become this Holy Grail. Suddenly people think if you run 60 your game is better. Technically, that's not really true," he explained. "But what it does do is it makes decisions go from input to on-screen a lot easier. So, having a constant 60 is not actually better than having a 'lot of the time' 60. It sounds weird, but it's actually true. Because usually in the moments where we're going to drop framerate, either you're already dead or it's too late anyway."

Guerrilla decided to forgo the constant 60 FPS framerate in order to ensure the graphics looked as good as possible; it wasn't willing to sacrifice resolution or certain visual effects to lock the framerate at 60. The result, in Boltjes' mind, is that Shadow Fall "looks a lot more detailed and vibrant than a lot of the other games we are in direct competition with."

The single-player in Shadow Fall runs at a noticeably lower framerate -- 30 frames per second -- as a result of the visuals being taken up another notch, complete with additional levels of destructibility, as compared with multiplayer. Guerrilla decided having a higher framerate, thereby allowing for faster reaction times, was not as critical to single-player.
 
The nice thing about SP30fps and MP60fps will be how people will probably "like" MP graphics more than the SP (due to the fluidity). It will be a nice test-bed to compare the infamous "feel of 60fps".

It's understandable to let the fps go down for extreme situations like mentioned, it's counter-intuitive to account for those extreme situations and have poorer graphics just to make up for a small percentage of play-time going under 60fps. That said, the amount of eye-candy could be made dynamic to hold up to 60fps in those situations (24 bombs each wouldn't explode as awesomely as a couple of bombs each would, for example). I'm expecting these in the next installment :)

edit: Looking at the eurogamer expo footage, looks classy, but I'm absolutely jarred by the ultra crisp green outlines of your team. Totally takes you out of the experience (yes, it's supposed to be a head up display of alien tech, I know), but I can't persuade myself of its feasibility and it looks awfully distracting to have top half of your friendly trooper visible and bottom half is green. They just should add massive blur to that green overlay and add some artefacts and make it more transparent so it looks less invasive and distracting, to give the illusion of see through tech aiding you.
 
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Killzone has always had dedicated servers.

I have done a bit of homework and so we can now states without any doubt that KZ:SF will not have proper dedicated servers x multiplayer.


"In a recent Q&A at Eurogamer Expo, Lead Designer Eric Boltjes answered a whole bunch of questions that re-capped most of what we’ve covered (via Killzone.com), while also explaining the network structure for the online multiplayer:
Killzone: Shadow Fall has dedicated servers hosted in various regions around the world. These servers do not run the logic of the game – they only act as a hub between the clients, forwarding network traffic from one player in game to all other players in game. This allows people with a slower connection or strict firewall settings to play without issues. Almost all logic relating to you (e.g. moving, shooting and taking damage) runs on your local PS4, with only a very small portion of the game logic (i.e. mission/scoring logic) running on the ‘session master’, one PS4 in the game selected for its connection quality."

It seems P2P to me... Why this PR bullshit?
 
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I have done a bit of homework and so we can now states without any doubt that KZ:SF will not have proper dedicated servers x multiplayer.


"In a recent Q&A at Eurogamer Expo, Lead Designer Eric Boltjes answered a whole bunch of questions that re-capped most of what we’ve covered (via Killzone.com), while also explaining the network structure for the online multiplayer:
Killzone: Shadow Fall has dedicated servers hosted in various regions around the world. These servers do not run the logic of the game – they only act as a hub between the clients, forwarding network traffic from one player in game to all other players in game. This allows people with a slower connection or strict firewall settings to play without issues. Almost all logic relating to you (e.g. moving, shooting and taking damage) runs on your local PS4, with only a very small portion of the game logic (i.e. mission/scoring logic) running on the ‘session master’, one PS4 in the game selected for its connection quality."

It seems P2P to me... Why this PR bullshit?

How is it P2P when you don't talk to the other players but talk to the server it seems?
 
I have done a bit of homework and so we can now states without any doubt that KZ:SF will not have proper dedicated servers x multiplayer.

"In a recent Q&A at Eurogamer Expo, Lead Designer Eric Boltjes answered a whole bunch of questions that re-capped most of what we’ve covered (via Killzone.com), while also explaining the network structure for the online multiplayer:
Killzone: Shadow Fall has dedicated servers hosted in various regions around the world. These servers do not run the logic of the game – they only act as a hub between the clients, forwarding network traffic from one player in game to all other players in game. This allows people with a slower connection or strict firewall settings to play without issues. Almost all logic relating to you (e.g. moving, shooting and taking damage) runs on your local PS4, with only a very small portion of the game logic (i.e. mission/scoring logic) running on the ‘session master’, one PS4 in the game selected for its connection quality."

It seems P2P to me... Why this PR bullshit?

It has dedicated servers and uses your local connection to load balance the connection so that all players get an equal and fair representation in the game.

How is this a bad thing? Seems more like there is a bridge missing its troll...
 
How is it P2P when you don't talk to the other players but talk to the server it seems?

For what I can understand each player talk to the one with better connection "the session master".
It is hard to define this solution dedicated server..
 
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For what I can understand each player talk to the one with better connection "the session master".
It is hard to define this solution dedicated server..

Then you are understanding wrong. Dedicated servers manage the games, the PS4 run local game logic and matches are load balanced against the slower connection.

It's not p2p, where consoles connect to consoles without going through servers.
 
Then you are understanding wrong. Dedicated servers manage the games, the PS4 run local game logic and matches are load balanced against the slower connection.

It's not p2p, where consoles connect to consoles without going through servers.

Probably you are under standing wrong too. Server just check all the connection speed of the players and choose which one is the host. No more no less.
It is P2P, if you prefer p2p 1.1 .
To me this solution has nothing to do with dedicated server. Nothing!
 
How is it P2P when you don't talk to the other players but talk to the server it seems?
There's one console that runs as the game server, the master. Like Warhawk, you host a game and people join, only in KZ's case you don't choose to be host but the system chooses for you. That's not the same as a dedicated server that runs the game code in the cloud and performs all the synchronising there. There'll be increased latency over a dedicated game server.
 
Less latency than what? A dedicated server has hardware in a server farm on a low latency connection. Everyone connects to it so the latency is down to the individual's connection up to that server. When a player's console is hosting the game, each player is connected to their home line which won't have the same high quality connection as a server farm will have. The greatest latency people experience in their internet connections comes at the last/first step into the house. If GG's system finds the best player connection, the connection will have lower latency than some random hosts or player created games, but higher latency than dedicated servers.
 
Less latency than what? A dedicated server has hardware in a server farm on a low latency connection. Everyone connects to it so the latency is down to the individual's connection up to that server. When a player's console is hosting the game, each player is connected to their home line which won't have the same high quality connection as a server farm will have. The greatest latency people experience in their internet connections comes at the last/first step into the house. If GG's system finds the best player connection, the connection will have lower latency than some random hosts or player created games, but higher latency than dedicated servers.

There si more that this... Dedicated server hardware does all the multiplayer compute tasks.
With KZ p2p 1.1 solution this compute task will be managed by master/host...
Now I leave to you all the multiple additional considerations about this aspect ...

The funny things is that many journalist vg sites titled "KZ will have dedicated server" (like vg247).
I do not understand if this is pure no competence / ignorance or there is something else behind.
 
Less latency than what? A dedicated server has hardware in a server farm on a low latency connection. Everyone connects to it so the latency is down to the individual's connection up to that server. When a player's console is hosting the game, each player is connected to their home line which won't have the same high quality connection as a server farm will have. The greatest latency people experience in their internet connections comes at the last/first step into the house. If GG's system finds the best player connection, the connection will have lower latency than some random hosts or player created games, but higher latency than dedicated servers.

That's false due to a big assumption, which is the assumption that every player has a better connection to a dedicated server than to a random player.

Dedicated servers are not always the lowest latency option. The greatest latency that is introduced where I live is usually the cross-ocean cables, my latency to a google serverfarm is only 6~7 ms. If by chance in my area there's enough people for a game I would experience better latency if we just did p2p than connecting to a dedicated server in another country.
 
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