new tech demo from Tri Ace

That is really impressive looking though kind of an odd time for a tech demo. It makes me want another Star Ocean though as that was definitely a Star Ocean homage video.
 
Yeah, the disclaimer that the video didn't represent a game in development was kinda funny. "Please disregard the fact that this is clearly what we want Star Ocean 5 to look like."
 
It looks a generation ahead of current games, but it apparently runs at 30 fps. Weird. They had amazing looking games back on the PS2 but Star Ocean 4 was pretty disappointing. We'll see how close their next game matches this demo.
 
They always had a nice tech and looks like they are really pushing it forward again.
I wonder how many game developers read their post processing paper and modelled their own accordingly. :)
 
Looks very nice. Theres still something to tweak considering bokeh particles being far.. Now who'll contact them for more information? :)
 
*Note*
As always, to be taken with a grain of salt. Remember when CryEngine 3 ran in full 720p on both consoles at 30fps AND actually was running smoother on PS3?
 
lots of specular shimmering, honestly doesnt look that far from so4 in some respects. more realistic character models and environments really make their tech stand out better tho.
 
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Wasn't Tri Ace the ones involved with the most embarrassingly low res HD game yet? Their Star Ocean game ran at 510p during battle.
 
Where did you get that? I doubt that can run on our consoles

From here. Technical facts:

Rendered in real-time on Xbox 360 / PlayStation 3
Runs at 30Hz with 720p and is directly captured from the video output on the devkit
Real-time lighting and shadowing used (no baked light maps)
Key features are physically-based shading models, physically-based lighting and image-based global illumination
 
From here. Technical facts:

Rendered in real-time on Xbox 360 / PlayStation 3
Runs at 30Hz with 720p and is directly captured from the video output on the devkit
Real-time lighting and shadowing used (no baked light maps)
Key features are physically-based shading models, physically-based lighting and image-based global illumination

That is......mindblowing!!! :oops:

Even the small statues and models on the desk look extremely detailed. The statue that he picked is detailed enough to be imported as a normal character in a game. Not to mention the other kind of effects
 
Does Frostbite 2.0 employ the use of these techniques? This is the first I've seen of Ambient BRDF on display in any kind of demo. It's very impressive. Everything just seems less flat overall when it's shaded correctly.
 
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