MGS4 realtime demonstration by Kojima

Didn't go through the thread....sorry if it has already been posted.

From magicbox:

"Hideo Kojima mentioned that Metal Gear Solid 4: Gun of the Patriots will be the last title in the series he will work on."
 
Another interesting quote from magicbox:

http://www.the-magicbox.com/0509/game050917e.shtml

"Here are some new images of Konami's Metal Gear Solid 3 Subsistence.

Set in the heat of the Cold War era when spy activity was at its apogee, Metal Gear Solid 3: Snake Eater depicts survival missions in the jungles of 1964 Russia.

The title sold 3.6 million copies worldwide since its 2004 debut..."

******
So MGS3 sold quite well despite a slow start. Good!
 
It only sold poorly in the US. In Japan and Europe it sold really really well from the get go. I'm quite excited for Subsitence, Persitence, and Exisitence. I think this'll be the 1st time a 3 disc game was ever released... ah, no Xenosaga II. Anyway, very excited.


By the way, Subsistence, Persistence, Existence. SPE LOL, Kojima strikes again.
 
1up seems to have removed the demonstration video :devilish:
But I have the link and it still works somehow ;)
http://zdmedia.vo.llnwd.net/o1/1UP/mgs4_kojima_realtime_demo_1500k.zip

As requested in the other thread by Mefisutoferesu here's a transcription of what they say at the beginning in this clip.
(The display shows Snake's head)

The system programmer: (...) roku-man chouten no primitive wo jissai ni butsuri simulation de ugokashite saigen shite imasu. [(something is) reproduced by actually moving 60,000 vertex primitives by physics simulation.]
Ma, kono atari madamada jikken-chu nande, [well, as we're still experimenting around this,]

Kojima: Madamada kore kara, [still more down the road,]

The system programmer: Ma, motto, kore kara kawatte kuru to omoi masu. [well, more, I think it'll change down the road.]

The moderator woman: sou desuka [I see.]

(The display starts going around Snake's head)

Shinkawa: Ano, hige no polygon-suu mo, eh, three no teki-hei ittai-bun kurai polygon-suu tsukatte masu. Hige dake de. [well, also for the polygon count for the mustache, (we) use about the same polygon count as an enemy soldier in (MGS) 3 consumes. In the mustache only.]

(The camera zooms out suddenly)

The moderator woman: woah, sugoi sugoi [woah, impressive, impressive]
After this, the system programmer starts to shift the light source.

Oh, and clips of the other day of the show are in.

http://www.geocities.jp/tgs_data/R0018114.mpg
You can clearly see the demo scene is really picked from the actual trailer. They zoom up Otacon, and prove it realtime by shifting the light source. Do you notice the strange graininess when they zoom Otacon's face too close? They say they simulate pixels in the LCD display of the robot! :oops: Clearly they intend to use these models in the actual game.

http://www.geocities.jp/tgs_data/R0018096.mpg
This is from another scene with Snake. They zoom in on Snake's bodysuit, on which you can read small letters and recognize Otacon's mark. Maniac details. :D
 
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This maybe slightly OT, but i've spent about 2hours reading various MGS4 threads trying to find what resolution the demo was shown at, 720p?
 
i guess so. some websites posted 1080P pictures of the demo but they where clearly blown up. (no square pixels etc.. ) somebody rescaled them to 720P and at that resolution it looked native.
 
one said:
As requested in the other thread by Mefisutoferesu here's a transcription of what they say at the beginning in this clip.
After this, the system programmer starts to shift the light source.

Oh, and clips of the other day of the show are in.

http://www.geocities.jp/tgs_data/R0018114.mpg
You can clearly see the demo scene is really picked from the actual trailer. They zoom up Otacon, and prove it realtime by shifting the light source. Do you notice the strange graininess when they zoom Otacon's face too close? They say they simulate pixels in the LCD display of the robot! :oops: Clearly they intend to use these models in the actual game.

This is from another scene with Snake. They zoom in on Snake's bodysuit, on which you can read small letters and recognize Otacon's mark. Maniac details. :D

Man you gotta love the detais. I think it's crazy (in a good way) that the video on the LCD monitor is not a video yet calculated in real-time.:oops:

And did you see the words on the suit? OMG!! It's in the details. I might just call Mr. Kojima, Mr. Detail from now on.
 
mckmas8808 said:
Man you gotta love the detais. I think it's crazy (in a good way) that the video on the LCD monitor is not a video yet calculated in real-time.:oops:

And did you see the words on the suit? OMG!! It's in the details. I might just call Mr. Kojima, Mr. Detail from now on.
Yeah, and there won't be scenes in realtime cutscenes where you can zoom in like that. Yet it has such details. Did they create those detailed models just to wow the world in the days of TGS? Or will actual game reuse those models? I think the former just doesn't make sense from the point of production cost overall.
 
one said:
Yeah, and there won't be scenes in realtime cutscenes where you can zoom in like that. Yet it has such details. Did they create those detailed models just to wow the world in the days of TGS? Or will actual game reuse those models? I think the former just doesn't make sense from the point of production cost overall.

The camera zooms in on Snake's body very close in the real game - usually when he presses his back up against a wall. Assuming MGS4 plays like the previous games.
 
one said:
Yeah, and there won't be scenes in realtime cutscenes where you can zoom in like that. Yet it has such details. Did they create those detailed models just to wow the world in the days of TGS? Or will actual game reuse those models? I think the former just doesn't make sense from the point of production cost overall.

And won't MGS3: Subtentiance come with a user control mode to use during real-time cutscenes? Since he's adding things from MGS3:Sub maybe he will add that into MGS4?
 
hey69 said:
i guess so. some websites posted 1080P pictures of the demo but they where clearly blown up. (no square pixels etc.. ) somebody rescaled them to 720P and at that resolution it looked native.

The "infrared" robot-view screenshot has, as part of its data output on the screen, "resolution: 1280x720"..so 720p seems fairly certain.
 
A coder I know suggests 640*360 as the original res. If the current devkit has a PCI bus for the graphics, then it makes some sense... there's a lot of bandwith-hungry effects going on...
 
Laa-Yosh said:
A coder I know suggests 640*360 as the original res. If the current devkit has a PCI bus for the graphics, then it makes some sense... there's a lot of bandwith-hungry effects going on...

Isn't it PCI-E? If it was PCI they'd need to get a redone 7800 card from Nvidia (or some board partner), which seems like a lot more work than its worth. 640*360 doesn't make much sense when you look at the screenshots and that HD 4 sec vid (or any of the cam vids for that matter) -- no amount of AA could make 640*360 look that good on a several foot large screen.
 
According to this journalist's blog, it's on PS3 Evaluation System (beta kit), and indeed in 720p. Since the CELL-RSX link is narrow in the beta kit, it says not all of the code implemented was enabled.
 
PCI-E of course.

As for MGS, resize the images in Photoshop for yourself. Some lines with high contrast are very very strange looking... Otacon's shot is a good example, the jaggies are larger than 1 pixel at 1280*720. Nevertheless, when rescaling from a lower res in Photoshop I couldn't get the same result, but it's obviously not the highest quality scaling filter either... 640*360 is probably too small, but it might not be 1280*720 either.

Look at Blizzard's wallpapers from the War3 cinematics. Those are resized from 800*368 to 1600*1200, about 200% - and they still look quite OK:
http://www.blizzard.com/images/war3/wallpaper/mannaroth/mannaroth-1600x.jpg
http://www.blizzard.com/images/war3/wallpaper/hellscream/hellscream-1600x.jpg
http://www.blizzard.com/images/war3/wallpaper/worldtree/worldtree-1600x.jpg
 
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Laa-Yosh said:
PCI-E of course.

As for MGS, resize the images in Photoshop for yourself. Some lines with high contrast are very very strange looking... Otacon's shot is a good example, the jaggies are larger than 1 pixel at 1280*720. Nevertheless, when rescaling from a lower res in Photoshop I couldn't get the same result, but it's obviously not the highest quality scaling filter either... 640*360 is probably too small, but it might not be 1280*720 either.

Look at Blizzard's wallpapers from the War3 cinematics. Those are resized from 800*368 to 1600*1200, about 200% - and they still look quite OK:
http://www.blizzard.com/images/war3/wallpaper/mannaroth/mannaroth-1600x.jpg
http://www.blizzard.com/images/war3/wallpaper/hellscream/hellscream-1600x.jpg
http://www.blizzard.com/images/war3/wallpaper/worldtree/worldtree-1600x.jpg


1up has them at 800x450... IGN has them at 1024x576...

Oddly, both of those resolutions look natural to me (I don't really know what to look for, to be honest). I imagine to me the 720p ones look fine too :p
 
Laa-Yosh said:
Otacon's shot is a good example
Otacon seems not be a best example as he'll be in the small LCD most of the time though rendered in realtime ;)
As for Blizzard's wallpapers, how can you determine they didn't apply bicubic filters?
Anyway it's basically confirmed the main scenes are rendered in 720p and as Bobbler suggests it'll look good even if in 320x180.
 
You get me wrong, I'm talking about how the artifacts from the resizing of the images are probably the most evident on this screenshot:
http://222.122.42.70/tgs/16/ps3/ruliweb_mgs4_09.jpg
It's because it has white/dark colored parts near each other, so the contrast is high on the edges, and it's clear that the jaggies are larger than 1 pixel. Thus the image doesn't seems to be 720p but something less, it has been resized from either 1024*576 or something even lower. How the character will appear in the game is irrelevant here...
 
one said:
As for Blizzard's wallpapers, how can you determine they didn't apply bicubic filters?

They've obviously applied some filter, what I've said is that it's better than what's available in Photoshop. For example our studio has used some fractal rescaler to put the first movie they've made onto film (before I've come here). That was like 720*400 rescaled to 2048*1200.
 
Laa-Yosh said:
It's because it has white/dark colored parts near each other, so the contrast is high on the edges, and it's clear that the jaggies are larger than 1 pixel.
We've seen that a LOT with PS3 screenshots. I'm thinking a non-uniform resolution scale as the pixel sizing is less than 2x. Maybe 1.5x. Definitely not true HD fidelity though in everything I've seen.
 
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