New halo 2 pic

pc999 said:
http://www.bungie.net/SlideShow.aspx?Path=/games/Halo2&Slideshow=Screenshots&Slide=30

If xbox is caplable of this is game ,with lower rez, Directx9 ,ue3 , nv40/r420 are very bad till the end of the year .
So , just dream a bit of what is capable the next gen...

My god what happened to the shadow quality? It's looking worse every time a new screen is released. Where's the stencil volume self shadowing? I don't belive this Bungie.. :cry:
 
Looks good, but what are those creatures? are they the older brother of those little aliens from the first game?
 
Seeing what is capable on an NV40, the Nalu demo and UE3 demo especially, and considering next-gen systems will be even beyond that leaves me dumbfounded. Anyone who hasn't seen it should watch this. Amazing.
 
Funny you should mention it, I just went to the nvidia site and watched the demo before reading your post. All I can say is the NV40 shawdow tech looks bloddy amazing. That hair on the Naku demo is killer.
 
Do you think they are using the technique for the shadows that Deano is talking about here;

With Xbox its largely a question of approach, do you treat it just as another PC video card or do you treat it in a similar fashion to PS2. While the first is cheaper and makes mult-platform titles easier, the later allows so much more power. Things that are impossible or at least quite slow on PC becomes almost trivial on Xbox, due to you knowing EXACTLY what the hardware is doing. E.g. You can fiddle with the stencil buffer via standard rendering commands on Xbox (you simple pretend the depth stencil buffer is an ARGB render target, do the rendering and then put it back, this makes things like blurring the stencil buffer trivial, yet try and do a similar thing on a PC) or change a vertex buffer almost as soon as the GPU has finished with that part.
 
Dural said:
Do you think they are using the technique for the shadows that Deano is talking about here;

Whatever they do, it doens't look really good IMO. Hell even Max Payne 2 and KOTOR's soft-shadow-wannabe-algorithm look better than this.
 
Qroach said:
Looks like they implemented some sort of soft shadows... I still think it looks good though...

looks like very low res shadow mapping, where part of the blur could be coming from (low-order) jittered light source or something. but self-shadowing is still there (the marine's helmet casts a shadow on the left leg).
 
nobie said:
Seeing what is capable on an NV40, the Nalu demo and UE3 demo especially, and considering next-gen systems will be even beyond that leaves me dumbfounded. Anyone who hasn't seen it should watch this. Amazing.

Thats amazing but I belive that if they can put this in game they can make a tech demo similar to that.

BTW can you like the other demos :?: ;)
 
pc999 said:
nobie said:
Seeing what is capable on an NV40, the Nalu demo and UE3 demo especially, and considering next-gen systems will be even beyond that leaves me dumbfounded. Anyone who hasn't seen it should watch this. Amazing.

Thats amazing but I belive that if they can put this in game they can make a tech demo similar to that.

BTW can you like the other demos :?: ;)

I'm still waiting for a game with graphics on par with 3dmark01's nature demo...
 
Bah playing Splinter Cell PT on XB right now..AMAZING self shadowing on himself and NPC's. Ubi is gonna be the next gen's Rare or EA (graphically speaking) imo. BTW is SCPT using Renderware? I saw something on it just curious..I know it can't be RW. The only thing that bugs me about SC is in low (or no light situations ) the glow that emits from Sam's (back of neck light) artifacts badly..worse than the first game.
 
Goldni said:
Bah playing Splinter Cell PT on XB right now..AMAZING self shadowing on himself and NPC's. Ubi is gonna be the next gen's Rare or EA (graphically speaking) imo. BTW is SCPT using Renderware? I saw something on it just curious..I know it can't be RW. The only thing that bugs me about SC is in low (or no light situations ) the glow that emits from Sam's (back of neck light) artifacts badly..worse than the first game.

EA was considered a graphical powerhouse?
Anyhow, I don't know if ubisoft qualifies since don't they use the Unreal engine for the splinter cell games? I guess Beyond Good and Evil and Prince of Persia were in house though.

Edit: Yep, splinter cell does use the Unreal Engine, and I'd imagine Pandora Tomorrow does too. Wasn't quite sure about that, since I remember people saying 007: Nightfire on the PC used the halflife engine because gearbox made it and I kind of doubted that. Nightfire on the PC did look and play like ass, and did lack the vehicle missions, but I'd imagine they were at least using the Quake 3 engine like Agent Under Fire did...though I wasn't really able to judge the graphics since the demo level was so dark.
 
3Dmark2001se_shot08_big.jpg


I think this looks better than like nearly any game I've seen, and it's even better in motion.
The Nature demo also happens to run at over 100 fps on my machine, so I guess it's a bit tough to make something have a larger area than the demo(the demo has an area about the size of a fighting game's arena) and still retain the same graphics...Knights of the Old Republic comes close though.

47.jpg


5.jpg
 
:oops: :oops: :oops:
Sorry I was thinking in other thing .
So you are right , but who know lets have a bit of hope for next-gen
 
Fox5 said:
Anyhow, I don't know if ubisoft qualifies since don't they use the Unreal engine for the splinter cell games? I guess Beyond Good and Evil and Prince of Persia were in house though.

Prince of persia use the Unreal engine as well, but just like SC it's heavily tweaked. The great feature is that "HDR-like" effect , that's looks beautifu.l
Beyond Good and Evil use, afaik, an in-house engine.

Fox5 said:
... I remember people saying 007: Nightfire on the PC used the halflife engine because gearbox made it and I kind of doubted that. Nightfire on the PC did look and play like ass, and did lack the vehicle missions, but I'd imagine they were at least using the Quake 3 engine like Agent Under Fire did...though I wasn't really able to judge the graphics since the demo level was so dark.

That's exactly right, Nightfire (PC) was ass, it used the Quake 3 engine, and gearbox was "responsible" for this job. ( The lead programmer was Shawn C. Green, who was also the lead programmer for Halo (pc), daikatana (last lead programmer), anachronox....the only thing that kicks ass in his resume is his work on Quake.)
 
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