Lighting of Killzone: Shadow Fall Slides

I wonder if the lighting on that is baked.

The slide says that all the lights are area lights.

Area+Lights.jpg
 
Diminishing returns :(

Anyways, so the game is using 4.5GB not the 3GB GAF is crowing about. That's equivalent to like a 5.5GB console after OS reserves, so maybe PS4 doesn't just have that wildly much more RAM headroom than it sounds initially when you think "3GB, 8GB"

I dunno, if you were spending the better part of a year working to get everything to work in 3.5GB, it's not going to suddenly bloat to 6-7GB if you really were being efficient before on a game that's supposed to launch in November. A change like this likely wont have maximal benefits reaped until 2014-15.
 
Btw., from the profiler output one can also deduce that the devkit's CPU was definitely running at 1.6 GHz. And KZ4 apparently uses just 6 threads.

Slide 11
Our approach on PS4 is similar to what we did to PS3.

We’re using our own job scheduler to distribute the load over 6 CPU’s.

A lot of the old SPU jobs easily fell into place, but it was mostly the rendering code.

We spent most of the time porting gamecode and AI to jobs and then a lot of time fixing crashes.

As of now all of our code now runs in parallel using jobs.
 
Anyways, so the game is using 4.5GB not the 3GB GAF is crowing about. That's equivalent to like a 5.5GB console after OS reserves, so maybe PS4 doesn't just have that wildly much more RAM headroom than it sounds initially when you think "3GB, 8GB"

Besides illustrating elementary math, I'm not sure what you are trying to say, though I sure it is negative.
 
Rangers said:
Diminishing returns :(

Diminishing in comparison to PS2 to PS3 rubble pile jump? :) Could be, yes. But I think it's still a nice upgrade. The pic doesn't show it well since it's downsized and with the KZ3 asset rendered in the KZSF engine too. Walk up close to that pile and it'll become clear imo. That's what we should all hope and expect of next gen, more details!
 
Diminishing returns :(

Perhaps to some extent, but they have their reasons, apparently. Slide 59

Here some examples of the asset detail changes.

As you can see, the additional detail gives rather incremental quality improvement, the main changes lie in the variety of materials, the lighting model and all the other engine changes.
 
Animation data is only taking a measly 75mb.. I think that's one area we can afford to splurge more to improve next gen feels.

If we only look at textures, streaming pool, and meshes (the good stuff ;)), it comes out to around 2GB. Not an incredible figure, but enough to saturate detail at 1080p with a proper virtual texturing engine. Will be interesting to see how this memory breakdown goes as devs figure out ways to fill up the RAM in future titles.
 
Not the "secret sauce" again. The person that started throwing that around needs a severe beating. If anyone ever says those words together in front of me, I'm probably going to end up in jail.
 
I doubt we can use a static shot of some dirt to conclude we have reached diminishing returns at the beginning of next gen. ^_^

It's like focusing on Kate Upton's (or Cindy Crawford's) mole, and then conclude that all women look like crap.

Probably need to look at how things move and "communicate".


Nice slides btw. I don't understand all of it though. ^_^
At least it's clear how they tally up the memory map size.

Also confirmed that they moved from the mostly single threaded PPU code to the now jobs-oriented multi-threaded CPU code.
 
Too bad they didn't talk about the audio h/w given that audio data occupies the largest chunk in system memory.

Wondering what they do with the remaining 2 CPU cores.
 
Can you explain more?

Check some of the items where they show time in cycles and microseconds.
The simplest math is when they highlight a single item on one core, like the sAllocatorMutex::Lock slide.
It's 68,233 cycles /(1/1,000,000*42 second) = ~ 1.6 billion cycles/second.

edit:
It works the same for the soldier update slide, which has multiple packets that are handily summed up for us.
 
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Too bad they didn't talk about the audio h/w given that audio data occupies the largest chunk in system memory.

Wondering what they do with the remaining 2 CPU cores.

I remember something about them demo being made before they move the audio work to the audio hardware.

(I'll go look for the info.)


Edit: found it

http://www.edge-online.com/features/killzone-shadow-fall-and-the-power-of-playstation-4/

“Animation networking quality was much higher, I think it’s just basically been proven that the amount of time it takes AI programmers to get their code up and running in parallel is so much easier that it just enables us to do much more. Of course we were optimising towards 30fps, making sure we didn’t drop a frame – or that we dropped a few frames but not very many – basically just making sure it ran smooth. And this is a launch title, we’ve just got new hardware and we weren’t using some of the hardware acceleration for stuff like audio at the time we did the demo, which we have now done. So I think there’s a lot more left in the system.”
 
I happen to like the increased geometry in the rubble pile. It happens to be a markedly visual improvement even in the slide. Seeing that in motion being able to zoom up on it will be pretty dang cool. Sure there's diminishing returns, but geometry is one of those areas of graphics that can be improved a lot the more you have of it. I can only hope all next gen games have that kind of geometry put into it.
 
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