Laa-Yosh said:
Now how on earth do you know that? Why do you think CG costs that much?
Most collegues and I think it's quite good. A lot of work is in it, from detailed models to very complex animation, lots of technically difficult things etc. etc.
My friend however works there, and if any details slip out that Sony doesn't want... do the math.
Global illumination requires raytracing. Cell can't do that in realtime, especially with such scene complexity.
The amount of geometry is HUGE. It's been discussed here, with images - do a search. Many millions of polygons in the scene... multiply that with 30 for a smooth playback, and we're counting more than a hundred million polygons per second. I doubt we'll see that much geometry in this gen, not even with X360's tesselation units.
There's a lot of volumetric rendering for the fire and smoke effects.
GOW uses 2-3 point lights per scene and no soft lighting. GOW uses normal mapping and far less actual geometry. GOW uses textured sprites for explosion and smoke effects.
These should be very obvious differences for a start that any artist could easily spot. Then there are programming related issues, like the small space and tight timing of the events - it's far too much for ingame scripted sequences, a bad step from the 'player' would ruin them. See Call of Duty for how a very tightly scripted sequence looks... there aren't any jeeps broadsiding within 2 meters from the player...
I understand why CG costs as much as it does, but I wasn't sure why such a short clip, farmed out to a Cg studio would take that much time. Honestly, it's not very good CG. Not for someone who'e just a consumer of the stuff like me. But I'll take your word for it. I would have expected more, but if it used game assets, then that could explain why it's not exactly mindblowing.
As far as what your friend would find out, I guess you've got to honor his wishes first. But you understand how it's hard to be convinced, right? I mean, you say Sony has all these people under contract, but even you (someone removed from said ontracts) is afraid to speak on it. Sony isn't the Illuminati, but they apparently have everyone shook on this. Yet, they've gone on record multiple times form multiple people associated with the project making claims that corroborate the video being prerendered. So if they admit it's prerendered, what exactly is there to hide? Again, I have no reason to think you're lying, but it's a bit much to swallow. I hope you understand.
Is GI and the poly count the only thing that sets this thing apart? I understand the GI might be a result of the rendering process. That I can expect to be beefed up. But as Faf said, the polygon counts shouldn't be anything crazy, should they? Are you certain there's no normal-mapping going on in these scenes? With the action as frenetic as it was, I don't think it's possible to say for certain what was a normal map and what wasn't. What of the volumetric effects? Haven't we seen a lot of that already this gen? Not of this detail, but certainly we should expect volumetric effects to improve, right? I beleive one of the Epic guys pointed this out in particular, the impressive particle-pushing power of Cell.
It's clear I want the final product to look like this (maybe sans lighting). I've said as much numerous times. But either my expectations are out of wack, or there's more these systems are capable of than we expect. I don't expect GI, but again, not even J. Allard hit the t-ball question that was offered him. He instead took the conservative route and said it's probably doable by the system's end. If it's not telling, then at least it might hint at something. Really, I wouldn't put it out of reach of the Xbox 360, but again, that's my expectations more than anything. I will admit, I love this debate. I think it's the most interesting thing to come out of E3 this year. And I'm glad we have CG experts and coding experts alike to keep everything somewhat grounded in reality. PEACE.