So here's my summary of the Game Watch article for one of the MGS4 sessions at CEDEC 2008.
http://www.watch.impress.co.jp/game/docs/20080912/cedec_mgs.htm
First this pic
http://www.watch.impress.co.jp/game/docs/20080912/mgs04.htm
from another MGS4 session about its artistic design workflow.
http://www.gpara.com/article/cms_show.php?c_id=9335&c_num=56
http://www.famitsu.com/game/news/1217941_1124.html
According to them, MGS4's art was produced by 100 Konami employees and other exterior staff. 30 people for motion, 20 for maps, 20 for mechs, and others. 1 map consists of 0.25-0.35 million polygons for the final version (0.8 million in the 2005 trailer). Characters are 5,000 - 10,000 polygons (Snake is 14,000 polygons) and main characters have 115 bones on average. Also characters have 5 shaders on average such as eye, hair, skin. Plus they have normal maps and facial rigs.
OK back to the Game Watch article.
MGS4 adopted HDR lighting for the first time in the series to represent the mix of the light and the dark more realistically
http://www.watch.impress.co.jp/game/docs/20080912/mgs05.htm
or to make blur and DOF look better.
At first they did it with FP16 but they eventually abandoned FP16 and adopted 32bit/pixel HDR encoding since MSAA can't coexist with FP16 on PS3 due to memory restriction. To render alpha with this HDR method, they used mini blend-buffer.
HDR encoding buffer and tone-mapped color buffer
http://www.watch.impress.co.jp/game/docs/20080912/mgs06.htm
non-opaque buffer rendered by HDR encoding and non-HDR blend buffer
http://www.watch.impress.co.jp/game/docs/20080912/mgs07.htm
HDR non-opaque buffer, blend buffer for efects, mini blend buffer for effects
http://www.watch.impress.co.jp/game/docs/20080912/mgs08.htm
As for lighting, a character has
Ambient light in MGS4 is hemisphere lighting and can be controlled by artists.
http://www.watch.impress.co.jp/game/docs/20080912/mgs10.htm
http://www.watch.impress.co.jp/game/docs/20080912/mgs11.htm
http://www.watch.impress.co.jp/game/docs/20080912/mgs12.htm
"Separated pre-lighting" is their moniker for radiosity normal mapping which was also used in HL2:EP1. Its merit is that it consumes less textures and can be adjusted dynamically. But it's not the most optimal method for RSX, so it requires additional culling and LOD.
Separated pre-lighting works for both direct lights and ambient-occlusion-like effects
http://www.watch.impress.co.jp/game/docs/20080912/mgs13.htm
http://www.watch.impress.co.jp/game/docs/20080912/mgs14.htm
http://www.watch.impress.co.jp/game/docs/20080912/mgs15.htm
Effects in MGS4 were done by the same old method as in MGS3, changing vertex colors, due to texture size restroction.
http://www.watch.impress.co.jp/game/docs/20080912/cedec_mgs.htm
(Apparently it was surprising for most devs in the room and induced some laughs) But Snake has some special effects and the specular level changes when he's wet.
For snow, it computes how much snow is on every vertex in a snow-cover model and bakes it as an alpha, then kills pixels when polygon's alpha doesn't surpass texture luminance as a threashold for pixel appearance.
http://www.watch.impress.co.jp/game/docs/20080912/mgs17.htm
http://www.watch.impress.co.jp/game/docs/20080912/mgs18.htm
http://www.watch.impress.co.jp/game/docs/20080912/mgs19.htm
For water, they tested simulation but it was not looking good. Instead they end up using pseudo effects that look cooler.
http://www.watch.impress.co.jp/game/docs/20080912/mgs20.htm
http://www.watch.impress.co.jp/game/docs/20080912/mgs21.htm
http://www.watch.impress.co.jp/game/docs/20080912/mgs22.htm
For depth of field, they used 19-point sampling by shader or a lite version of it with less processing load scene by scene.
Fog effects (sand/snow) in front of camera was present in MGS3 too but they did it with full-screen smoke textures on PS2 since alpha was not available. On PS3, they used a 1/16-size buffer for shader effects and adjusted density and brightness while seeing depth when synthesizing it with a frame buffer.
http://www.watch.impress.co.jp/game/docs/20080912/mgs23.htm
http://www.watch.impress.co.jp/game/docs/20080912/mgs24.htm
http://www.watch.impress.co.jp/game/docs/20080912/mgs25.htm
Finally the "polygon demo" system aka realtime movies. The realtime cutscene system first appeared in MGS 1. Realtime cutscenes are called "polydemo" among Konami developers.
http://www.watch.impress.co.jp/game/docs/20080912/mgs26.htm
As merits of realtime movies, the Konami developer cited smaller size, long playback time, interactivity, seamlessness, and faster reaction to dynamic design changes. In MGS4, realtime movie data are compressed by the chronological order and packetized per frame. After subtitles and sound are added, all of them are encoded into a special stream format. With an in-house 3dsMax plugin designers can modify it. Preview on PS3 is also possible. To suppress data-size explosion of next-gen assets, far-camera character data are more compressed. (In the Q&A time one of questions was about what on the Blu-ray disc is taking that much size, but Konami developers didn't disclose it at the event.)
2D movies are also realtime to suppress data size. It's on a 2D animation system that is data-compatible with Adobe Flash (but it doesn't have ActionScript and other advanced functions). This system was also used in MGS games on PSP and DS. They could use professional Flash authoring tools to save development time and cost.
As the last words, the Konami developer suggested the PS3 spec was still fluid when they started MGS4 development. The difficulties they encountered in this "porting" job to the final PS3 even include the scope the coordinate system can express, or unsupported functions. So it's not your typical "RSX vs 7800" discussion.
http://www.watch.impress.co.jp/game/docs/20080912/cedec_mgs.htm
First this pic
http://www.watch.impress.co.jp/game/docs/20080912/mgs04.htm
from another MGS4 session about its artistic design workflow.
This session on another day is covered by other articles such asLight, ambience
The experiment in the TGS 2005 trailer
However... ---------------- Failure... (red text) --------------
- Light maps for 3 vectors
- Shadow volume
- High-poly/hi-res models
- 0.8 million polygons (background only)
- Around 300MB textures (total)
- 3 light maps were stressing the VRAM, couldn't achieve enough resolution...
- The specification of shadow volume was revoked...
- Anyway they couldn't be put on memory...
http://www.gpara.com/article/cms_show.php?c_id=9335&c_num=56
http://www.famitsu.com/game/news/1217941_1124.html
According to them, MGS4's art was produced by 100 Konami employees and other exterior staff. 30 people for motion, 20 for maps, 20 for mechs, and others. 1 map consists of 0.25-0.35 million polygons for the final version (0.8 million in the 2005 trailer). Characters are 5,000 - 10,000 polygons (Snake is 14,000 polygons) and main characters have 115 bones on average. Also characters have 5 shaders on average such as eye, hair, skin. Plus they have normal maps and facial rigs.
OK back to the Game Watch article.
MGS4 adopted HDR lighting for the first time in the series to represent the mix of the light and the dark more realistically
http://www.watch.impress.co.jp/game/docs/20080912/mgs05.htm
or to make blur and DOF look better.
At first they did it with FP16 but they eventually abandoned FP16 and adopted 32bit/pixel HDR encoding since MSAA can't coexist with FP16 on PS3 due to memory restriction. To render alpha with this HDR method, they used mini blend-buffer.
HDR encoding buffer and tone-mapped color buffer
http://www.watch.impress.co.jp/game/docs/20080912/mgs06.htm
non-opaque buffer rendered by HDR encoding and non-HDR blend buffer
http://www.watch.impress.co.jp/game/docs/20080912/mgs07.htm
HDR non-opaque buffer, blend buffer for efects, mini blend buffer for effects
http://www.watch.impress.co.jp/game/docs/20080912/mgs08.htm
As for lighting, a character has
- Parallel light (w/ shadow)
- 2 parallel lights
- Ambient light
- Rim light
- 2 point/spot lights
- Parallel light (w/ shadow)
- Prebaked ambient light (baked by XSI)
- Separated pre-lighting (baked by PS3)
- 2 point/spot lights
Ambient light in MGS4 is hemisphere lighting and can be controlled by artists.
http://www.watch.impress.co.jp/game/docs/20080912/mgs10.htm
http://www.watch.impress.co.jp/game/docs/20080912/mgs11.htm
http://www.watch.impress.co.jp/game/docs/20080912/mgs12.htm
"Separated pre-lighting" is their moniker for radiosity normal mapping which was also used in HL2:EP1. Its merit is that it consumes less textures and can be adjusted dynamically. But it's not the most optimal method for RSX, so it requires additional culling and LOD.
Separated pre-lighting works for both direct lights and ambient-occlusion-like effects
http://www.watch.impress.co.jp/game/docs/20080912/mgs13.htm
http://www.watch.impress.co.jp/game/docs/20080912/mgs14.htm
http://www.watch.impress.co.jp/game/docs/20080912/mgs15.htm
Effects in MGS4 were done by the same old method as in MGS3, changing vertex colors, due to texture size restroction.
http://www.watch.impress.co.jp/game/docs/20080912/cedec_mgs.htm
(Apparently it was surprising for most devs in the room and induced some laughs) But Snake has some special effects and the specular level changes when he's wet.
For snow, it computes how much snow is on every vertex in a snow-cover model and bakes it as an alpha, then kills pixels when polygon's alpha doesn't surpass texture luminance as a threashold for pixel appearance.
http://www.watch.impress.co.jp/game/docs/20080912/mgs17.htm
http://www.watch.impress.co.jp/game/docs/20080912/mgs18.htm
http://www.watch.impress.co.jp/game/docs/20080912/mgs19.htm
For water, they tested simulation but it was not looking good. Instead they end up using pseudo effects that look cooler.
http://www.watch.impress.co.jp/game/docs/20080912/mgs20.htm
http://www.watch.impress.co.jp/game/docs/20080912/mgs21.htm
http://www.watch.impress.co.jp/game/docs/20080912/mgs22.htm
For depth of field, they used 19-point sampling by shader or a lite version of it with less processing load scene by scene.
Fog effects (sand/snow) in front of camera was present in MGS3 too but they did it with full-screen smoke textures on PS2 since alpha was not available. On PS3, they used a 1/16-size buffer for shader effects and adjusted density and brightness while seeing depth when synthesizing it with a frame buffer.
http://www.watch.impress.co.jp/game/docs/20080912/mgs23.htm
http://www.watch.impress.co.jp/game/docs/20080912/mgs24.htm
http://www.watch.impress.co.jp/game/docs/20080912/mgs25.htm
Finally the "polygon demo" system aka realtime movies. The realtime cutscene system first appeared in MGS 1. Realtime cutscenes are called "polydemo" among Konami developers.
http://www.watch.impress.co.jp/game/docs/20080912/mgs26.htm
As merits of realtime movies, the Konami developer cited smaller size, long playback time, interactivity, seamlessness, and faster reaction to dynamic design changes. In MGS4, realtime movie data are compressed by the chronological order and packetized per frame. After subtitles and sound are added, all of them are encoded into a special stream format. With an in-house 3dsMax plugin designers can modify it. Preview on PS3 is also possible. To suppress data-size explosion of next-gen assets, far-camera character data are more compressed. (In the Q&A time one of questions was about what on the Blu-ray disc is taking that much size, but Konami developers didn't disclose it at the event.)
2D movies are also realtime to suppress data size. It's on a 2D animation system that is data-compatible with Adobe Flash (but it doesn't have ActionScript and other advanced functions). This system was also used in MGS games on PSP and DS. They could use professional Flash authoring tools to save development time and cost.
As the last words, the Konami developer suggested the PS3 spec was still fluid when they started MGS4 development. The difficulties they encountered in this "porting" job to the final PS3 even include the scope the coordinate system can express, or unsupported functions. So it's not your typical "RSX vs 7800" discussion.
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