new Burnout3 shots

Vysez said:
Evil_Cloud said:
I wonder if this game could've run on Dreamcast... Judging from the shots I say yes.

:D

Have you ever played Burnout 2? or at least downloaded the 2 video from ign that ChryZ posted?

The burnout serie is really relying on "post processing" effects and particles.
It needs a lot of fillrate that Dreamcast could not deliver.

Yes I even own Burnout 2 (GameCube).
I was just wondering wether Dreamcast could deliver 'comparable' graphics.
 
Evil_Cloud said:
I was just wondering wether Dreamcast could deliver 'comparable' graphics.
Even if it coud, it wouldn't.
If DC were still alive, maybe 'similar' as in if you looked quickly, a mainstream gamer wouldn't necessarily go 'aaah, that PS2 BO3 looks light-years better than that DC racer', but consider those two games somewhat similar quality graphics wise.

Closer inspection would reveal that DC lacks in the physics department, frame rate, level/world/model complexity, traffic density and effects, thus it would feel less polished and less playable, or even a completely different game due to the lacking physics.
 
/wonders why this has turned into a DC thread. Considering DC is dead, B3 is not a DC game and that in the end, a "simplified version" would work just fine on DC. Even on PS1 for that matters. What's the point of such a discussion?
 
Fafalada said:
or even a completely different game due to the lacking physics.
Burnout has physics? :p
Why the :p ?
It has the Crash mode where you can send the cars flying in collision.
To me it at least looks pretty advanced, but then again I'm no programmer, so I'm easily fooled ;)
 
rabidrabbit said:
Fafalada said:
or even a completely different game due to the lacking physics.
Burnout has physics? :p
Why the :p ?
It has the Crash mode where you can send the cars flying in collision.
To me it at least looks pretty advanced, but then again I'm no programmer, so I'm easily fooled ;)

I think he was making fun of the "DC lacks physics" statement... Which is funny when u read it... Or maybe i'm the only one who finds it a bit funny that a white box would "lack physics"... :LOL:
 
All the videos and screens of BO3 so far released are more than likely from the PS2 version. That version is what they are concentrating on and is further in the development.

london-boy, the reflections on cars used in BO3 is actually much better than what they had in BO2. Devs said that much, and videos certainly show it :)
 
According to Criterion, both the Ps2 and xbox versions are being developed simultainously, while this probably won't effect the play modes at all, we can at least expect from a programming level that the xbox version should be a bit better.

As for BO2 on DC, I think it would be possible but you would be pushing the hardware to the limits. I don't think that the traffic systems would be to hard for the DC, considering Crazy Taxi had more advance traffic systems, BO2 are all premade. The post frame effects would definetly have to be cut or scaled down, memory would also be strested in some of the bigger scenes (palm bay, desert city, ocean drive).

While I'm no expert in this field, I would say that in general gameplay this wouldn't be an issue but in Crash mode it would probably would have to have the frame rate capped at 30fps to reduce the amount of phyics updates and reduce the T&L load on the CPU to free up more power on for the crash.

That's is all. ;)
 
According to Criterion, both the Ps2 and xbox versions are being developed simultainously
I've read a quite from them, not so long ago. where they were talking about the improvements on their engine (talking only about the PS2 version that is) and saying that they hope they will be able to push the Xbox version as much, relatively, as they did with PS2. That suggests they are not as far in development with the Xbox version. Preview in Edge also stated that both versions basically looked identical at that point (that was maybe one month ago) That's what I'm basing my assumption on.

we can at least expect from a programming level that the xbox version should be a bit better.
Very likely (except maybe for those motion blur effects which even in BO2 were a bit better in the PS2 version) As far as exclusive features go, it has been confirmed that there will be custom soundtrack feature on Xbox version, and a 6 or 8 players online mode with PS2.
 
RE4 on PS2 says gamestop last month :p

Seriously though, the game is not being made for GC. An editor fom IGN has talked to developers about that speciffic issue, they told him they are not making a GC version, and that's all there is to it.
 
marconelly! said:
RE4 on PS2 says gamestop last month :p

Seriously though, the game is not being made for GC. An editor fom IGN has talked to developers about that speciffic issue, they told him they are not making a GC version, and that's all there is to it.

I just had to post it.
 
Those screens of burnout 3 look so nice but.....
my copy of burnout 2 on gamecube doesn't. Really, it looks like gran turismo 3(and just as jaggy, I turned off pscan mode just so I couldn't have to see that) but at 60 fps and with more polygons in the environment. Oh well, I got it for $20(would have waited for burnout 3, but it's not coming out for the cube :( ) and it plays better than need for speed underground.

That's a pointless debate. Any game can be run on any platform.
Exaggerated proof: Max Payne 2 runs on GBA

Wrong, max payne 1 does.
BTW, I think at least burnout 1 probably could have run on dreamcast. Doesn't look better than test drive le mans to me.

And what post frame effects does burnout have? I've been playing 2 for a little while, and haven't seen like any, at least I don't think I have.
 
rabidrabbit said:
Why the ?
During gameplay, physics is pretty much non-existant (or rather on the level of R5, Initial D and the likes). Cars are single point, non-player stuff is just moving around on splines. There's some simple dynamics for certain trackside objects (cones, boxes) when you kick them around.

During crashes the same dynamics extends to all objects that crash and fly around so it's a bit more interesting. But Imo, thing is, what makes those crashes look good and flashy is their excellent particle effects, not physics.

Crashes aside, I've seen more interesting physics done in Crazy Taxi (and ironically with car driving mechanics that feel incredibly similar to B2), although it did cause slowdowns in the game :p
And as for the talk of running it on DC, you could always run crashes at lower FPS, they look cool in slo-mo anyhow ;)

Fox5 said:
And what post frame effects does burnout have? I've been playing 2 for a little while, and haven't seen like any, at least I don't think I have.
As far as the obvious ones go - motion blur, and light blooms (glows of car headlights, and glows from specular shine on car body, building windows, the road, and I think also particles get glows from this) are done via postprocess, at least in PS2 version.
Maybe there's more that isn't so obvious though.
 
Fafalada said:
rabidrabbit said:
Why the ?
During gameplay, physics is pretty much non-existant (or rather on the level of R5, Initial D and the likes). Cars are single point, non-player stuff is just moving around on splines. There's some simple dynamics for certain trackside objects (cones, boxes) when you kick them around.

During crashes the same dynamics extends to all objects that crash and fly around so it's a bit more interesting. But Imo, thing is, what makes those crashes look good and flashy is their excellent particle effects, not physics.

Crashes aside, I've seen more interesting physics done in Crazy Taxi (and ironically with car driving mechanics that feel incredibly similar to B2), although it did cause slowdowns in the game :p
And as for the talk of running it on DC, you could always run crashes at lower FPS, they look cool in slo-mo anyhow ;)

Fox5 said:
And what post frame effects does burnout have? I've been playing 2 for a little while, and haven't seen like any, at least I don't think I have.
As far as the obvious ones go - motion blur, and light blooms (glows of car headlights, and glows from specular shine on car body, building windows, the road, and I think also particles get glows from this) are done via postprocess, at least in PS2 version.
Maybe there's more that isn't so obvious though.

Motion blur I've seen, but it's not overdone like in need for speed uunderground.
Maybe it changes in nighttime races, but what I've seen from headlights glow during daytime races doesn't look like anything that wasn't done on the n64.
The specular shine on the car body is really weak, it's like a single reflection layer(and it is lit area by area pretty much, not completely dynamic lighting), same as on the car in agent under fire and gran turismo 3.
And the lighting on the road is pretty weak too, it may count as using the feature, but it's not making very extensive use of it.
 
I actually though NFS:U was more subtle with motion blur (PS2 at least). But that's just a matter of art choices.

The specular shine on the car body is really weak, it's like a single reflection layer
I wasn't referring to the specular reflection itself, I was talking about these:
24.jpg

(the glows/blooms caused by the bright specular spots).

And while glows from actual light sources can be done with alternative methods like traditional approach of drawing glow sprites(as long as there aren't too many of them). Glowing from any over-bright pixels in your view can only be done reasonably with image postprocessing with current hw.
It's also more 'correct' that way, in the sense of being closer to physical process for the occurence of the effects.
 
Fox5 said:
Motion blur I've seen, but it's not overdone like in need for speed uunderground.
Maybe it changes in nighttime races, but what I've seen from headlights glow during daytime races doesn't look like anything that wasn't done on the n64.
The specular shine on the car body is really weak, it's like a single reflection layer(and it is lit area by area pretty much, not completely dynamic lighting), same as on the car in agent under fire and gran turismo 3.
And the lighting on the road is pretty weak too, it may count as using the feature, but it's not making very extensive use of it.


The lighting and reflections in the GC version are not as good of quality as in the PS2 and Xbox versions.
 
Dural said:
Fox5 said:
Motion blur I've seen, but it's not overdone like in need for speed uunderground.
Maybe it changes in nighttime races, but what I've seen from headlights glow during daytime races doesn't look like anything that wasn't done on the n64.
The specular shine on the car body is really weak, it's like a single reflection layer(and it is lit area by area pretty much, not completely dynamic lighting), same as on the car in agent under fire and gran turismo 3.
And the lighting on the road is pretty weak too, it may count as using the feature, but it's not making very extensive use of it.


The lighting and reflections in the GC version are not as good of quality as in the PS2 and Xbox versions.

Things like that make baby mario cry.....as does just about anything else.
 
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