Kojima MGS4 PS3 Devkit TGS show Fansubbed!

Bill said:
I'll believe it when somebody picks up the controller and plays it. Not pans around.

Besides, there is no such thing as a PS3, so who cares? It was running on SLI GTX's in a high end PC, I dont care what you guys say.

So what are they programming MGS4 on a microwave?
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Bill it's called a PS3 Alpha Kit. Oh and get this. MGS4 will actually look better when released than it did in that TGS video.
 
I didn't believe any Xbox360 footage until, well it was time to start believing it.

Dont take it personal.

All this is being done on high end PC's.
 
liverkick said:
Actually I dont think its fair to compare this to the famous MGS2 E3 trailer. This preview striked me as a parallel to MGS2's first tease at TGS 2000. The real knock you on your ass MGS4 trailer will be at next years E3. And the show likely stolen as par for the course. ;)

I missed the MGS2 TSG 2000 teaser. Assuming there'll be a bigger MGS4 demo in next year's E3, it'll probably steal the show again. :)

Graphics aside, what I'm really interested in is who Kojima & Co will utilise the new level of physics/AI to enhance gameplay.

Imagine no more observing enemy patterns to sneak by them (or take them down), and sometimes you have to take greater risk and out smart them.
 
Bill said:
I didn't believe any Xbox360 footage until, well it was time to start believing it.

Dont take it personal.

All this is being done on high end PC's.

Ah man I didn't know people had CELL chips in high end PC's today. Damn I ought to go to Best Buy and see if they have them on sale for the Holiday season.
 
Bill said:
I didn't believe any Xbox360 footage until, well it was time to start believing it.

Dont take it personal.

All this is being done on high end PC's.

I don't recall highend PCs have Cell in them? Where can I get one? :)
 
Im a huge lurker and fan of this site. I had a fit when the console forums were down. I just wanted to thank you for the great effort you put into this video. It was highly enjoyable and very much appreciated.

*slinks back into shadows
 
Guys what the the world does 60,000 primitive vertices mean? How many does characters in games like Gears of Wars have? How many does Master Chief have in Halo 2?

Give me something to compare it too.

Thanks.
 
Well, what, the Jak games push about 20,000 triangles per frame, right? Verticies for all intents and purposes are triangles, so Snake's head equals Jak worlds X3?

That's probably utter crap, but I don't really remember the numbers so sue me. It's an insane number really, almost excessive I would think, but what do I know?

I hope we see some cool effects, like when Snake's taken a head wound or something his hair get all messed up and undone. It would give a real sense of desperation and struggle, plus it's another impressive feat you can add to the score board.
 
uh, that 60.000 vertices for Snake's hair does sound unbelievable.
From what I remember of the trailer, the hair didn't look that impressive... like it wasn't renedered strand by strand, more like current gen looked like just a fine mesh, but not a 60.000 vertice mesh!
Unless they plan to do much more with Snake's hair than just make it flow nicely when he runs, turns head wind blows... that's just too much vertices wasted.
 
The number of verticies used for Snakes hair is correct. It's stated as such in the video, so unless Kojima was lieing it's accurate. It's the Jak numbers that should be questioned, 'cause my memory tends to invent things.

By the by, it'd probably take several tens of millions, at the least, to render hair strand by strand for Snake, so it's not surprising. I just think 60,000 just for 1 character, though the main, seems like an aweful lot of the poly budget, but who knows if it turns out we get 500 million verts per frame on PS3, then it's a drop in the bucket. Who knows... ... ... DARN IT!! Sony hurry up and SAY something about RSX!
 
rabidrabbit said:
uh, that 60.000 vertices for Snake's hair does sound unbelievable.
From what I remember of the trailer, the hair didn't look that impressive... like it wasn't renedered strand by strand, more like current gen looked like just a fine mesh, but not a 60.000 vertice mesh!
How could you tell the difference? Moustaches aren't the most animated of facial features. Whether it's 60,000 vertices rendering single strands or several layered meshes with hair txtures applied I guess it'd look the same. 60,000 vertices might also be accurate given limits on other areas of the demo too. I did notice when he was changing the light colour, the scenery wasn't changing at all. That suggests a baked lightmap with no processing, which in turn suggests all the work was on Snake (and Otacon) where they've gone all out to experiment. In the real game perhaps his moustache will be downgraded to a few hair layers and we'll get better modelled detail on the vehicles?
 
Shifty Geezer said:
How could you tell the difference? Moustaches aren't the most animated of facial features. Whether it's 60,000 vertices rendering single strands or several layered meshes with hair txtures applied I guess it'd look the same. 60,000 vertices might also be accurate given limits on other areas of the demo too. I did notice when he was changing the light colour, the scenery wasn't changing at all. That suggests a baked lightmap with no processing, which in turn suggests all the work was on Snake (and Otacon) where they've gone all out to experiment.

Saying the scenery was NO work is a bit of a stretch. Switching from lightmaps to something more dynamic, I'm also not sure how much that'd affect the vertex workload (but I ain't an expert). Of course, things might change as development progresses, but the only indication given about how the hair might change specifically was that they were hoping to get it better (specifcally with regard to the physical modelling IIRC). They were still working on that.
 
Mefisutoferesu said:
Well, what, the Jak games push about 20,000 triangles per frame, right? Verticies for all intents and purposes are triangles, so Snake's head equals Jak worlds X3?

That's probably utter crap, but I don't really remember the numbers so sue me. It's an insane number really, almost excessive I would think, but what do I know?

Yeah that number is a bit off. nAo will confirm that Jak2 (or 3) pushes a lot more than that at times (like, up to 10 times more), but it all depends on the situation obviously. He's one of the lucky few who have run the game on the Performance Analyser for PS2, together with GT4 - to find out that GT4 pushes a ridiculously low amount of polygons compared to what lots of people, who have no idea what they're talking about, say. But hey, that just means GT4 artists are just genius, but we knew that already...
 
I was just saying that overall, all the attention seems to be on the main character. The lighting and shadowing engine wasn't working on that wall, and we don't know how much it was working on other parts of the game like enemy soldiers. Keeping 60,000 vertices for a moustache that won't look any better over if you used 30,000 or 64 vertices making hair layers, is a waste of resources, unless you do have that many resources to burn. Whereas 60,000 vertices for a moustache makes sense (is it 60,000? That's for the hair. Moustache was more than an MGS3 enemy I thought which is like...2000?) when you're experimenting and trying out your hair solver and facial skinning tech. They can take what they learn from working in high detail to find the minumum detail needed, and so balance resource consumption to other parts of the game.
 
london-boy said:
..... together with GT4 - to find out that GT4 pushes a ridiculously low amount of polygons compared to what lots of people, who have no idea what they're talking about, say. But hey, that just means GT4 artists are just genius, but we knew that already...
Hey can you give me a link to that?I am very curious :)
 
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