Some info on making of trailer:
http://forums.3dtotal.com/showthread.php?t=57874
http://forums.3dtotal.com/showthread.php?t=57874
The trees look boring and spritey to me
but rest of the areas including water looks very nice but interaction is as bad as any other game.
Glad they have water cooling. In the first one, I was hoping long jumps would cool the engine faster to add a strategy element, but it wasn't there. :|
Now I wish M2 to use foliage resistance to add interesting coop mechanics.
I have been complaining about the choice of jungle after the first trailer since it's difficult to render.Indeed ! But MS1 hardly has any real ones. If the game's 40% done now, I hope the vegetation gets some facelift and more variety later. It's supposed to be a tropical island afterall.
To be fair I don't recall any splash effect, only circular ripple waves.Ha ! I was expecting people to complain about water foam and splashing not realistic enough.
I have been complaining about the choice of jungle after the first trailer since it's difficult to render.
Hope they can bring it up next to the rest.
To be fair I don't recall any splash effect, only circular ripple waves.
Looks worse than the original imo.
That only thing I'm missing right now is more of the "falling off a cliff" and "checking some poor schmuck off a cliff," because they're not yet showing those maps, and M1 was filled with a lot more of them, and almost no other game has it. ^_^
Wouldnt say worse but barely any better and IMO very average looking at best. The water ripples, bland vegetation detail and average lighting isn't helping. LEt's hope the "40% done" means improvments in atleast the lighting. Though they are trying to do a "Crysis" there and 20 (was it 20 cars?) isnt something to sneeze at!
B3D: Will the next project out of Evolution continue to build upon the Motorstorm engine, or is the present expectation that work for a new title will commence with a clean slate from the engine side?
Scott Kirkland: During the development of MotorStorm our team learned a great deal about PlayStation3 exploitation and production process refinement. While much of this knowledge fed directly into our systems, some items had to be put on hold due to their more radical nature. As we progress, these areas will be subjected to some serious re-factoring to provide increased performance both at runtime and during development.
SPU usage is a good example. The progressive development of corresponding debugging and profiling tools made thorough exploitation of this powerful resource quite challenging for the less technically biased members of the team. In the aftermath of MotorStorm, with mature tools at our disposal, we’ve been developing mechanisms to make the PPU and SPU’s power and parallelism far more accessible to our entire team, re-thinking data organization and algorithms in the process. MotorStorm only uses between 15 and 20 percent of available SPU resource, so we’re aiming to achieve a 5 fold increase in SPU performance, which should allow us to do some awesome stuff!
B3D: Cell's ability to assist RSX in rendering operations has been a topic of much debate and speculation of late. Was Cell used in Motorstorm to perform any lighting, vertex, or other transform work?
Scott Kirkland: We don’t use the Cell’s SPUs in this way at the moment. All of our lighting and transformation work is done in the RSX’s pixel and vertex shaders.
Our SPU exploiting systems consist of:
i) Havok physics.
ii) Determination of object visibility.
iii) Concatenation of hierarchies.
iv) Billboard object culling and vertex buffer creation.
v) Updating of particles and vertex buffer creation.
vi) Updating of vehicle dynamics.
vii) Updating of vehicle suspension constraints.
viii) Audio (MultiStream).
ix) Video decoding.
B3D: Were Evolution's thoughts that the application of Cell towards such tasks might go too far in removing SPEs from being available for work on AI, physics, and other gameplay-related code?
Scott Kirkland: Cell’s SPUs provide a huge amount of processing power. Early adopters tended to bias usage towards either RSX or PPU support (we fall into the latter category). I’m confident that over the coming months, exploitation of this resource will become far more balanced.
B3D: Further to that, do you believe that as the generation progresses, cooperative rendering techniques will become a larger part of what grows to define baseline PS3 rendering methods, or are your thoughts that such efforts will play out more or less in niche areas?
Scott Kirkland: If by “cooperative rendering†you’re referring to SPUs supporting the RSX, I strongly believe that this approach will become far more widespread. In addition to reducing the vertex load on the RSX through the use of culling and vertex pre-processing, this approach also provides an efficient mechanism to introduce procedural geometry.
Historically, CPUs have provided course grain scene culling using view frustums, occlusion planes, portal visibility and BSP-trees with GPUs left to perform fine grain rejection using guard band clipping, occlusion and backface culling. While such features improve fragment performance, they don’t reduce vertex processing overhead.
The leap in performance provided by Cell gives us the bandwidth to significantly reduce RSX time spent processing vertices that don’t contribute to the final scene. The favoured approach is to use SPUs to generate minimal scene/instance specific index and vertex buffers from compressed data.
Looks worse than the original imo.