Nice GOW/MGS4 Compare

Anyone who says GOW doesn't look next-gen needs to go have their heads examined. Both games look fantastic. End of.
 
No global lighting,no tone mapped HDR ,no facial animation ,no hair,in GOW.
no animation.No more than 20 fps.
GOW only compares in static media.
 
_phil_ said:
No global lighting,no tone mapped HDR ,no facial animation ,no hair,in GOW.
no animation.No more than 20 fps.
GOW only compares in static media.

GoW uses the amazing UE3.
 
SGX-1 said:
GoW uses the amazing UE3.

i don't think/believe UE3 is amazing at all.The tools are great.not the engine.
In fatc ,project offset is a way better engine :Unified shading ,hdr lightining ,full 64bits pipeline.UE3 is a mess ,a compilation of old stuff mixed with new stuff.And no global approach of the lightning (a next gen MUST)
 
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_phil_ said:
i don't think/believe UE3 is amazing at all.The tools are great.not the engine.
In fatc ,project offset is a way better engine :Unified shading ,hdr lightining ,full 64bits pipeline.UE3 is a mess ,a compilation of old stuff mixed with new stuff.And no global approach of the lightning (a next gen MUST)

It's amazing enough to compete with MGS4, that's all that matters in this thread. PO is a science project at this point and MGS4 isn't using it so it's moot.
 
SGX-1 said:
It's amazing enough to compete with MGS4, that's all that matters in this thread. PO is a science project at this point and MGS4 isn't using it so it's moot.

no ,but MGS4 seems to have global lighting approach ,and have tonemapped HDR providing dynamic exposure.

I don't think it really competes ,even if you don't count framerate.GOW is built on the engine's strengh (dark ,small area ,heavy instancing ,direct lighting , high contrasts,and heavy on normal mapping).
Try to stress the lighting in ue3 like they do in MGS 4.I wouldn't trade tonemapping Hdr for anything from UE3.Light is living.
 
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_phil_ said:
no ,but MGS4 seems to have global lighting approach ,and have tonemapped HDR providing dynamic exposure.

And UE3 has features MGS4 may not have...

I like your "it seems to have" comment.
 
More screenshots of the video.

mgs18gl.jpg

Talk about your self shadowing of a cig. And notice how the sweat cleans the dirt off of a dirty, sandy face of Snake. Wow that must be one of the things you don't see that Kojima was talking about.

mgs82ox.jpg

Again self shadowing is key next-gen. I never knew self shadowing would even be noticable until know. I remember people complaining about DOA4 not having it. I see why now.

mgs31hh.jpg
 
SGX-1 said:
And UE3 has features MGS4 may not have...

I like your "it seems to have" comment.

Because it sure looks like it have.But i won't bet if it's either artistical or a technical feature.Both can provide the feeling.
 
There's a lot of fishy inconsistency going on between a lot of the screenshots out there typical of PS work. I won't go into details, but I find it very desparate from whoever is doing it.
 
mckmas8808 said:
And notice how the sweat cleans the dirt off of a dirty, sandy face of Snake. Wow that must be one of the things you don't see that Kojima was talking about.

This is the perfect example of people seeing things into the MGS4 trailer that aren't there. That there is a totally static piece of detail painted into the the textures, and it seems to be more like a scar from an old wound.

It's also a nice display of the irrationality of PS3 fans that SGX1 and scooby were talking about. There's no way to convince them of anything that wouldn't fit into their subjective world.
 
Gholbine said:
How can anybody compare those to Gears of War and keep a straight face?

Who knows, what I find funny is when people like Quincy will invoke any possible argument to defend what is, in reality, Microsoft's inferior hardware, instead of just sitting back and demanding the same level of output from Microsoft for their money.

So, Why exactly is it that Sony can output these levels of graphic quality, but we've seen nothing that can match it on the XBox? The argument just isn't logical. Even if you assume the BS argument that one is a cut-scene and the other is gameplay... what's been preventing Microsoft or any of it's developers from releasing an analogous cut-scene?

What is it that allows Sony and it's developer's to create these presentations that are literally jaw-dropping, yet Microsoft can't?

The argument just isn't logical, even if we assume Microsoft is a retarded entity and was blind-sighted at E3 by Sony's presentation, what prevents them or any of their developers from playing the same game? Especially at TGS when you know Sony is coming.

It's easy to bash Sony's presentations as tech-demo's and brush-aside their quality as non-representative when nobody even remembers the Microsoft tech-demo's like the car-crashing physics demo or the Ruby demos. A pattern is kinda emerging...
 
_phil_ said:
No global lighting,no tone mapped HDR ,no facial animation ,no hair,in GOW.
no animation.No more than 20 fps.
GOW only compares in static media.

The Unreal engine 3 has unified lighting. It's the shadowing term that can use depth maps, stencil shadow volumes or precalculated shadowing, but the lighting formula is the same for all surfaces.
HDR isn't possible without tone mapping as far as I know.
There is facial animation in GOW, I can't believe how you could say that there isn't...
Hair isn't there in MGS as specific hair rendering, it's only texture mapped polygons animated with bones.


All in all, the most impressive technical part in MGS4 has to be the self shadowing because it seems to use depth mapped shadows that are notoriously tricky to get right in a realtime enviroment. Depth map resolution is the main problem... However, note that the demo consisted of a cutscene, they knew where the lights, objects and cameras will be - so it was possible to manually finetune every shadow. That would not work in an interactive gameplay situation.
 
Laa-Yosh said:
All in all, the most impressive technical part in MGS4 has to be the self shadowing because it seems to use depth mapped shadows that are notoriously tricky to get right in a realtime enviroment. Depth map resolution is the main problem...
Look at the cigarette shadow on his chin. I thought more than I had noticed it.
 
what's been preventing Microsoft or any of it's developers from releasing an analogous cut-scene?

Cliffy B showed a GoW trailer with a little cutscene where the marines get off of a helicopter. That little cutscene with only about 5 seconds of cutscene footage says the Xbox is pretty darn powerful. What you are demanding is a GoW cutscene that is 5 minutes long to prove that Xbox is powerful? So if Cliffy B showed a 30 minute cutscene of GoW using the same quality rendering you see from the helicopter scene, it would prove the Xbox is more powerful? Sorry but I don't follow your logic.
 
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Vince said:
You don't know how PR works, huh? Never sold anything in your life I'm guessing. Not a competitive person.

I just think showing game footage has more relevence for a game like GoW that's coming out in 2006 vs something coming out in 2007/2008 where you don't need to show game footage so soon.
 
First of that GOW cutscene was running at hmmm (12?) FPS.. Secondly it wasn't nearly as impressive cause the camera was hardly moving around at all.. Also the gameplay vids of GOW don't even come CLOSE to those cutscenes. Lastly there still seem to be an incredible 3 people here who cling on wishing the 360 games will be visually comparible to the PS3.. (somehow I think that's admirable)
 
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