I do not think half the rops and %60 bandwith can do that much difference.
Are you sure that presentation was ~25 fps?
I mean having half the rops and %60 bandwith.
I do not think half the rops and %60 bandwith can do that much difference.
Are you sure that presentation was ~25 fps?
Yet that extra RAM and BW shouldn't have been used. If the demo did use those features, it wasn't Sony's fault for undelivering on promised performance, but the developers writing to a spec that was never intended for PS3 - the developers were at fault.the PS3's ~22GB/sec VRAM bandwidth vs the 7800GTX/512 40/54GB/sec VRAM bandwidth is a hell of a difference to begin with.
I think you're reading into that what you're expecting to read, rather than follow the lines of simplest explanation. Kojima said he was misreported, and we all know journalists do that all the time!He tapped the Cell, despite him taking back the comment I see it as some form of "damage control". He pulled the wrong strings by being honest. The "suits upstair" most likely went into panic mode and he withdraw his comment!
My personal opinion is MGS4 wasn't a wonderfully efficient use of PS3 hardware. PS3's an ecclectic design, and with a graphics architecture the Japanese devs weren't generally familiar with either. No other dev is reporting 90+% utilisation of hardware, so why would anyone expect Kojima's first PS3 title to manage that and be crashing up against the hardware limitations of the system? I think the potential in PS3 was just too tricky to be tapped and enable Kojima's vision within the time to create one game with no prior development experience of the machine. For him, it was a disappointment, not achieving the artistic vision he hoped for, and being an honest guy he voiced that diappointment. This doesn't reflect terribly on the hardware, nor the developer, only the ease with which people can forget how hard it is to actually create stuff! We see time and again games that fall short of the intended marks. I am quite sure another couple of AAA titles in, Kojima can find a lot more legroom in PS3 to attain better results, just like all the other devs are finding.
Besides that, the main problem here, in my opinion, is that popular japanese developers such as Konami, Tecmo, etc, are out of the loop when it comes to familiarity, efficiency and advanced techniques regarding next gen consoles. None of them, and only Capcom, fill the bill for taking advantage of the hardware.Yet that extra RAM and BW shouldn't have been used. If the demo did use those features, it wasn't Sony's fault for undelivering on promised performance, but the developers writing to a spec that was never intended for PS3 - the developers were at fault.
I think you're reading into that what you're expecting to read, rather than follow the lines of simplest explanation. Kojima said he was misreported, and we all know journalists do that all the time!
My personal opinion is MGS4 wasn't a wonderfully efficient use of PS3 hardware. PS3's an ecclectic design, and with a graphics architecture the Japanese devs weren't generally familiar with either. No other dev is reporting 90+% utilisation of hardware, so why would anyone expect Kojima's first PS3 title to manage that and be crashing up against the hardware limitations of the system? I think the potential in PS3 was just too tricky to be tapped and enable Kojima's vision within the time to create one game with no prior development experience of the machine. For him, it was a disappointment, not achieving the artistic vision he hoped for, and being an honest guy he voiced that diappointment. This doesn't reflect terribly on the hardware, nor the developer, only the ease with which people can forget how hard it is to actually create stuff! We see time and again games that fall short of the intended marks. I am quite sure another couple of AAA titles in, Kojima can find a lot more legroom in PS3 to attain better results, just like all the other devs are finding.
And this goes back to that OP comment - is there actually anyone else saying Sony overpromised, or was that reference to the Kojima misreported comment which he then corrected?
There is a game with lots of smoke and "fog" effects, which makes an extensive use of the effects provided by alpha blending. I'm talking about Lost Planet.Indeed, and my favorite part of the trailer is right at the beginning, with the PMC soldier's viewpoint. Amazing environmental effects and grenade explosions, smoke etc.
What are the odds that we'll see that level of effects during this generation of consoles, after devs learn the ins and outs of both platforms?
(in fact, I'd like to ask exactly why that kind of effects is so expensive, but I fear I'm already OT'ing this thread too much. Perhaps I should read something about alpha blending and stuff)
I don't know about how much MGS changed, but I remember Laa Yosh saying that KZ2 2005 trailer featured 128 bit!!!!!!!! HDR but things change over time and the final game doesn't feature HDR at all.Just about the only (rather) noticeable difference between the 05 trailer and the final product seem to be the shadows. Textures are pretty much on par (and Uncharted beats MGS4 easily in that regard anyway). A little less debris floating through the air maybe, but there are lots of explosions in the final game and they still look rather convincing.
The hair doesn't look much different to me either.(at least in the 480p video. Maybe it's more apparent in HD.)
I think Kojima Productions came pretty damn close.
Thing is - the shadows were a direct result of porting over from their PS2-era codebases, right down to still using the same screen space filter to soften them (which is mathematically complete nonsense, but looks pleasing enough to the eye as opposed to hard-edge volumes in Doom3 powered games and the likes).Sigfried1977 said:Just about the only (rather) noticeable difference between the 05 trailer and the final product seem to be the shadows.
can someone translate this
http://www.watch.impress.co.jp/game/docs/20080912/mgs04.htm
I think its more of a memory problem for them, as they mention something like the 05 trailers use 300 mb of Vram in comparison and 800K polygons or something.
full utilizing the computing power of the play station 3 which is the largest charm “of MGS4”, we deliver the pattern of the session which it is related to the graphic technology which is born.
But, if the media and the enthusiastic fan which have been chased from this time but having known anyone, the image “of TGS-2005 TRAILER” and image of the product edition which is sold on 2008 June 12th is a clear difference in the quality.
It has become the largest primary factor as for that before the specification of PS3 decides from, to make the development “of MGS4 START”. When with the developing “of MGS4”, the specification of PS3 decides finally, it became clear PS3 already not to be able to actualize the quality “of TGS-2005 TRAILER” specifications.
Are you sure that presentation was ~25 fps?
"Hair reproduced by 60 000 vertex primitives actually driven by physics simulation.
Polygon amount for Snake's mustache is same amount of polygons as for a MGS3 enemy soldier (2000-4000polygons ?).
First time in the MGS series that they use self-shadowing."
Just look at the rsx only games like, motorstorm, heavenly sword, ratchet and clank
Just look at the rsx only games like, motorstorm, heavenly sword, ratchet and clank and compare them to mgs4, mgs4 isn't more than them.
Latest kz2 footage is already miles beyond it.
Do you really know the meaning of a cpu as fast as a gpu?.
If you think Cell's peak performance is matchable by a core2duo or a quad core you definitely don't
If you dont want to believe me, suit yourself.
At the end of this generation we will see games which uses cell processor to its theoretical peak and they will be proof enough.
By the way, where can I find the analysis killzone 2?
Just look at the rsx only games like, motorstorm, heavenly sword, ratchet and clank and compare them to mgs4, mgs4 isn't more than them.
Found the presentation, its even been dubbed to english by someone.
http://files.filefront.com/MGS4+PS3+Devkit+TGS+Demo+Eng/;4440530;/fileinfo.html
Some things in the video. Also the framerate varies, 25fps and in the otacon scene which looks tremendously better it seems like upper 10's to 20-25fps.