Motorstorm (PS3)

Acert93 said:
I was not keeping close tabs on GDC, but was it not demoed doing realtime terrain deformation?

the up close videos say otherwise too, it looks geometry deforming...

perhaps paralax is when LOD kicks in, but not up close (you can clearly see the grooves)

edit:
this is one of the best videos out there from motorstorm (the last 3 minutes shows very very well the grooves, or when the buggie crashes and goes slowlly above the grooves)
http://free.elevanet.fr/www.play-attitude.com/videos_x9ft1p/e3-2006-motorstorm.mov (only 40mb) Edit: err, wrong video.... but its still cool

heres the one:
ftp://www.jeux-france.com/PlayStation_3/MotorStorm_1.wmv 100mb of awsomeness! game looks very very very good in this video (save as link)

from http://www.play-attitude.com/videosaffichage-37-Motor-Storm-E3-2006---gameplay.html
and http://www.jeux-france.com/
 
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couldn't they use displacement mapping, wouldn't it have the same effect since displacement mapping modifies the surface
 
Acert93 said:
I was not keeping close tabs on GDC, but was it not demoed doing realtime terrain deformation?
don't really like cross-forum postings but to answer your question...

from the Gaming Age guy that spoke with the Producer
http://www.neogaf.com/forum/showpost.php?p=3375701&postcount=570 post
http://www.neogaf.com/forum/showthread.php?t=100020&page=12 thread

I asked the Producer, I think he knows his game well. At GDC it was also a parallax map.

Anyways why bother going with real-time deformation when you can do a parallax map and just calculate the physics adjustments along with it? Cuts down on bandwith and gives you the same effect, very intelligent of them I'd say.
 
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It is a smart trick considering the demand for full deformable terrain--especially with 20 vehicles (each with 2-4 wheels) and each race consisting of a number laps. It not only saves bandwidth, it saves a ton of CPU processing for the deformation and GPU processing a ton more triangles. I am looking forward to some direct feed media.

It will be interesting to see how Sega Rally Revo compares in regards to the techniques used. I am not sure of the accuracy of the report, but supposedly Sega is using deformable terrain and was demoing this behind closed doors at E3.
 
Acert93 said:
It is a smart trick considering the demand for full deformable terrain--especially with 20 vehicles (each with 2-4 wheels) and each race consisting of a number laps. It not only saves bandwidth, it saves a ton of CPU processing for the deformation and GPU processing a ton more triangles. I am looking forward to some direct feed media.

It will be interesting to see how Sega Rally Revo compares in regards to the techniques used. I am not sure of the accuracy of the report, but supposedly Sega is using deformable terrain and was demoing this behind closed doors at E3.

Excite Truck for Wii was also claimed to have realtime terrian deformations.
 
Does this mean the wheels don't actually go into the mud? If so, wouldn't it look really really fake if the wheels are on top of the tracks in the mud???:???:
 
rounin said:
Does this mean the wheels don't actually go into the mud? If so, wouldn't it look really really fake if the wheels are on top of the tracks in the mud???:???:

Thats what I would have thought. If you look at the GDC vids or up close shots of the E3 footage, the wheels do seem to enter the groove. You can even see some of the destructable wheels pop off a vehicle and land within the newly formed treads on occassion. Could this still be "faked" with 2D mapping? Maybe somebody can shed some light. Going by that thread it doesnt exactly sound like it was a very in depth interview on the tech they were using, he just mentioned the use of maps and it went from there.
 
Again, with limited media, take my comments with a grain of salt. But it appears to me that the wheels frequently are clipping through the ground. This is presented as "sinking into the mud". I have seen enough shots of wheels "sunk" below the surface of the mud that this seems to be what is happening, but again, limited media. I don't know enough about POM, but I wonder how this would work in conjunction with sinking, in that POM is a texture in a 2D plane and thus wheels sinking below the texture would be clipped even if they were technically "on top" in regards to perspective. Maybe there are 2 levels? The top surface of the mud, and the bottom surface which the wheels ride on? Sounds pretty complicated. It would be interesting to get more details on this.
 
http://www.ps3portal.com/downloads/MotorStorm/E3-PS3-MotorStorm-Gameplay.wmv

Motorstorm video with cockpit view. It is from GAF.
13411032591.gif
 
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Wow that in car view looks really nice. I still would like to see the mud splashing on the screen though. Never the less still real nice.
 
The vehicles jerk around a bit, which is good, but after PGR3 introduced cockpit views where the camera is affected by inertia and whatnot I have come to expect it in every racing game, especially in MotorStorm as the CGI demonstrated this effect. Hopefully they us the tilt feature in the controller so you can manually look around while driving. If they make the sensativity pretty low and add a dead space it could be subtle and prevent accidental freelook. (I just rewatched last years CGI to make sure I was not remembering the cockpit view incorrectly... I love the CGI)
 
mckmas8808 said:
Wow that in car view looks really nice. I still would like to see the mud splashing on the screen though. Never the less still real nice.


Hmmmmm....I would like to see the steering wheel and maybe the speedometer, very hard to see who's beside you.......feels more like a bumper cam. Hopefully they will add more views.

But it really looks fun! love the truck rolling into the ditch @ 1:19! Ha Ha! I'm going to like this game! :)
 
the ammount of detail on the cars is beyond me....

i guess this game as to be seen in person to really like it.

about the gameplay... at 56secs in the lastest video, you guys saw the ATV guy being run over by drivers buggy? looool and the buggy jumped a little loll
 
When that truck crashes at 1:19, the car in front of the player looks like trying to evade flying truckparts, crashing himself in that ditch when he hits the truckdoor.

I also noticed in this previous GIF ( http://www.host71.com/mistan/Better.gif ), where the bike that is hit isn't a motion capped animation that just isn't interactive, it looks like it's still an object subject to physics, cuz when the player hits that falling bike on his backwheel, it slams around physicly correct.

And this truckdriver waving his fists looks fun too, although there still some clipping issues.
http://members.optusnet.com.au/starpet1/ms.jpg

They definitely should connect the gyro-controller with camera-head movement to look around. Watching the trailer from 2005, where this ATV looks agressive at the buggydriver when he watches to the left, they could do these kind of animations in the game and make it more cinematic. Everytime you look around with the cam, it should trigger some reactions from the opponents you are looking at, they should lookback at ya, making obscene gestures, giving a finger or something, shouting some insulting stuff. That kind of interaction can't be too difficult to code, and would give the feeling and emotion of a real race. :LOL:
 
TrollFace said:
....
They definitely should connect the gyro-controller with camera-head movement to look around. Watching the trailer from 2005, where this ATV looks agressive at the buggydriver when he watches to the left, they could do these kind of animations in the game and make it more cinematic. Everytime you look around with the cam, it should trigger some reactions from the opponents you are looking at, they should lookback at ya, making obscene gestures, giving a finger or something, shouting some insulting stuff. That kind of interaction can't be too difficult to code, and would give the feeling and emotion of a real race. :LOL:
It's already been mentioned (by people who were at at E3) that the tilt controller will be used for punching/kicking gestures toward knocking other players offline (Road Rash style)

but the camera view might be better
 
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Tap In said:
It's already been mentioned (by people who were at at E3) that the tilt controller will be used for punching/kicking gestures toward knocking other players offline (Road Rash style)

but the camera view might be better
Hmm. Maybe it will be up to the player which movement will be triggered by a certain button or tilt in the final game. Like the normal control-options in the gamemenu's for dozens of games nowaydays, where one can adjust adjust the controls, and dedicate certain buttons manually to certain moves, or giving the player an option for several pre-programmed alternative control-schemes to choose from.
 
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