After this, the system programmer starts to shift the light source.(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]
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! 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.
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.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.
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.
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.
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.
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.
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...
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
Otacon seems not be a best example as he'll be in the small LCD most of the time though rendered in realtimeLaa-Yosh said:Otacon's shot is a good example
one said:As for Blizzard's wallpapers, how can you determine they didn't apply bicubic filters?
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.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.