I think PS3 will be able to do all the models from that movie, but not all the fx, fsaa, lighting, etc. if you are expecting FF movie quality in PS3 games, you're going to be disappointed.
zidane1strife said:I think PS3 will be able to do all the models from that movie, but not all the fx, fsaa, lighting, etc. if you are expecting FF movie quality in PS3 games, you're going to be disappointed.
If the ps3 provides what has been announced, it should be capable of rendering the FFmovie. Keep in mind that near FFMovie, ok not technically(but to the average gamer it should be very difficult to distinguish.), demos have already been shown... look at the fairy. Now the ps3 should be capable of having similar models ingame which to most will be FFmovie quality, with artistic cleverness that can be pushed to near photo real.
et your goals lower. Lets see toy story quality first. Show me that. After that we will move to Ants and bugs life. Then toy story 2 , then monster inc
Set your goals lower. Lets see toy story quality first. Show me that. After that we will move to Ants and bugs life. Then toy story 2 , then monster inc
zidane1strife said:Now I don't know about the FFMovie total poly counts, but I've heard most of the char. models have about 100,000, or maybe more, but it is around that figure, and those are likely the most detailed thing there.(again, it was in ars I read that and I don't remember, but at most it was a few 100K polys.)
zidane1strife said:If I recall correctly the psone games had around 10K for The ENTIRE FRAME in most games. Today what once was for a WHOLE FRAME LAST GEN. goes to a single CHARACTER MODEL, and even more than that models of upwards of 20-30K have been mentioned in the current gen... All with FAR MORE effects, FAR better textures, rez, etc... And in far more detailed enviroments that are suitable for such models.
TODAY the entire frames go to around 250K-500K, if we assume A SIMILAR JUMP to that of the previous gen(although it is likely to be a bigger one.), than that my friends will likely be the geometrical detail of the character models nextgen... and again those will be accompanied by equally detailed enviroments.
zidane1strife said:not to mention we ALL KNOW THE next gen will have at the very least a 100X jump in perf. over the current one.
Are you sure about this? I remember hearing well over a million polys. I might have hear wrong though.
BoddoZerg said:zidane1strife said:not to mention we ALL KNOW THE next gen will have at the very least a 100X jump in perf. over the current one.
Sorry, but that is just marketing bullsh!t. PS3 will be 1000x more powerful than current hardware only in certain synthetic benchmarks, if at all. Remember, the GeForce3 was said to be "7 times more powerful than the GeForce2 Ultra". Now find me an application where a GeForce3 gets 7 times the framerate of a GeForce2Ultra.
You can't trust what companies say about unreleased products. I mean, hey, the GeForceFX delivers "free antialiasing at all resolutions", right?
And when was the last Xbox game you saw that looked as good as the pre-launch Xbox demo screenshots?
Due to performance limitations, High Poly and good lighting are often in conflict.
Are you sure about this? I remember hearing well over a million polys. I might have hear wrong though.
Francisco Cortina: Our model pipeline consisted of modeling in polygons and rendering in Renderman subdivision surfaces. Unlike the multi-leveled hierarchical implementation of subdivision surfaces that Maya created, Catmull-Clark Sub-D's are much faster and more efficient. They are a variation of cubic B-spline surfaces, having all the advantages of NURBS and none of the awful disadvantages
_phil_ said:Are you sure about this? I remember hearing well over a million polys. I might have hear wrong though.
http://www.digitalsculptor.net/FinalFantasyMovie/akiMaxim/akiMaxim_wireframe.jpg
this is pipelined trough renderman Subdivision surfaces.
Francisco Cortina: Our model pipeline consisted of modeling in polygons and rendering in Renderman subdivision surfaces. Unlike the multi-leveled hierarchical implementation of subdivision surfaces that Maya created, Catmull-Clark Sub-D's are much faster and more efficient. They are a variation of cubic B-spline surfaces, having all the advantages of NURBS and none of the awful disadvantages
Catmull-Clark generates many thousands (tesselation somewhat controlable) of polys from a such wire.Not all the generated polys are needed for realtime game,it' would be overkill.
What i can't see soon in realtime is what can a micropolygon architrecture such renderman can produce.
megadrive0088 said:Look, if we get visuals in PS3 that are as good as 5-10 year old,
lower budget CG television shows like Voltron3D, i will be very very satisfied.
forget FF TSW graphics all together. you might not get those
exact graphics in Playstation4 - with all the effects and
layers that are in that film.
I agree with setting your standards lower. lets see Toy Story 1
done first. then Antz, etc. but i suggest even lower than that.
try television show or game cut scene CG, before we even get
into flim quality CG.
Phil said:that's funny.. when I think of Toy Story 1.. what was so impressive about it? Add some anti aliasing to current good looking games and I think you'll get something as impressive... of course, I'm not thinking of the effects etc, but just at the end result and what the casual out there might see when comparing the two.
Or should I go back and watch Toy Story? Hehe, my sister has it on DVD somewhere I think.... 8)