Perhaps they were standard fake mesh-based sun rays.As I said "not in large scale for something like the sun", Alan Wake and a couple other games do have correct volumetric lighting, but it comes from spot or point lights, which have a limited volume. Doind this for the sun is much more expensive, although in KZ4 example, thats probably not too expensive as it seems to be very low res and probably height clamped, as I didn't see anything of that type on the actual area around the player and such, even when he was hanging from the hope down in the city.
This is what I want the most, especially from a flagship exclusive baseline. I hope they will at least try to aim for 60 fps.Well its 1080p/30fps with some low polygon models. Not surprising if they were working on 1.5GB memory. I wonder if they can up the framerate with 8GB that they will have now
The game's graphics seem to be highly reliant on some sort of screen-space glossy reflections algo working on mostly every surface. Looks awsome and I-can't-believe-a-real-time-game-is-doing-that when it works properly (as we have been accustomed to considering reflections a near impossible thing in real-time aside from the ocasional cube-map or water surface) but there are moments when it is pretty artifacty too, like in the moment the player is going down a ramp on this corridor with two very reflective walls and low lighting and throws a grenade down it and kills a hellgast, there there is a very easily discernible silhouette of the player's gun on the wall very far down the ramp where really there shouldn't be any reflection from the gun at all. Looking at it you realize it is not the reflection from the gun itself, but rather a lack of reflection from the opposing wall where it is ocluded by the gun in screenspace. Similar artifacts are very apparent near the borders of the screen during the last scene when the camera zooms out.
Maybe these newly added 4Gigs of ram would be put to good use on some form of depth peeled G-buffer with 2 or 3 layers so these screenspace artifacts are less frequent, and although not completely obsent, less obvious when they do occur.
That low?
Do we have any source for that or is it information someone acquired from the inside?
It would be surprising if GG had only 1.5GB-2GB to work on like other third party devs considering they are part of Sony's WWS. Then again knowing this game was in development for 2.5 years the game must have been developed primarily on lower specs
If this is true that is amazing because things can improve amazingly high from now on and Killzone SF is just the tip on the iceberg.
Jumping from 2GB to 8GB is a massive difference
Well he said usable RAM for graphics data. I assume then the rest is taken by OS and other game related data. Thats said I can think it will be a good increase with 8GB RAM available. Maybe atleast 3GB that can be dedicated to graphics alone.
I wonder if they can up the framerate with 8GB that they will have now
Are you serious? How could more memory help getting more computational performance??
I do not think the OS will take up 5GB of ram on the final machine, it is far more likely the other way around, but imo I think its more likely that the final PS4 OS will take up <2GB of ram.
I do not think the OS will take up 5GB of ram on the final machine, it is far more likely the other way around, but imo I think its more likely that the final PS4 OS will take up <2GB of ram.
Why? Reducing texture resolutions in games and freeing up memory does result in increased FPS on pc! Atleast we can expect increased texture resolutions for sure. If they keep the same textures as now, the performance would definitely increase.
Are you serious? How could more memory help getting more computational performance??
I was under the impression that framerate is also affected when memory intensive elements take a huge chunk of the available memory.
I also remember in the case of Crysis on the PS3 that the res was reduced compared to the 360's due to more memory constraints on the Sony platform. They could have went with the same res if they wanted to but that would have affected the performance, right?
Why? Reducing texture resolutions in games and freeing up memory does result in increased FPS on pc!
Does it use tessellation here?