Perfect Dark Zero: On the path to gaming glory?

london-boy said:
Those shots are quite small, we should have a loot at the full sized ones. It's easy to make a small shot look good.

The first PDZ shot looks very nice though, with the sun rays and all. Nice lighting.

The first one does look very good; I am guessing that is SP? I like the explosion. Pics like this make me wonder if chips are running MS PR. First they totally misplayed Xenos and then they bouched not one, but two PR events (MTV and E3).
 
london-boy said:
Those shots are quite small, we should have a loot at the full sized ones. It's easy to make a small shot look good.

That fence looks quite good though. :LOL:
 
New images, same look ( I guess it still Alpha Kits), cant wait for updated screnns

pdz_050607_01.jpg


pdz_050607_02.jpg


pdz_050607_03.jpg


First I found them here http://forum.teamxbox.com/showthread.php?t=352518
 
I love the 16:9 letterbox aspect ratio, it's great that this type of game resolution is almost upon us. The additional screen realestate should make it a lot easier to acquire enemy targets while flying around with the jet pack.
 
I like this one better:

perfect-dark-zero-20050603024716351.jpg


If the environment is "fully destructable" as they said in the MTV interview I could live with that. I do hope switching over to the beta kits will allow them to use more shaders and better lighting so we get something like this:

perfect-dark-zero-20050514085006513.jpg


Compared to this:

perfect-dark-zero-20050518075217019.jpg


Obviously the first is either a CGI shot or a concept art shot. But these shots give some hope that Rare has not lost their graphical touch:

img_2803152.html
img_2803148.html


As for the HL2 comparisons... I will let the pictures do the talking. Remember, HL2 runs great on a R9700 at 1280x960, 512MB DDR333, and a P4 2.4GHz (I know, have run it on such) and came out in Fall 2004. So I would expect a lot more from a 2005 title on cutting edge HW 4x as powerful:

PDZ
perfect-dark-zero-20050518075210520.jpg


HL2
half-life-2-20041115111048369.jpg

half-life-2-20041115110932982.jpg


Obviously good art direction, paired with the right technology to accent the art, is as important as the technology used. Cannot say I am too impressed with the PDZ models. Hopefully they have something up their sleeve.
 
Man... with machines capable of more than 100million polygons per second in realtime... i'm still seeing the polygons.... Don't know what to think, these shots don't knock me off my feet to be honest. Especially the Joe model, and the totally flat and last-gen lighting on her.

What are Rare doing?!
 
london-boy said:
What are Rare doing?!

Waiting for to, at last moment, completely blow us way.(I hope...)

Can anyone say if they could (it is tech. possible?) be working only at the XB360 API and these are just updated XB engines so they can work on gameplay and "CPU" code (if the ISA is the same), and, it beta HW, they already have the code to tunning, gaming etc...?
 
perfect-dark-zero-20050518075210520.jpg


No i'm sorry. Look at that. What are Rare doing with MS's money?!

Even if they're working on "early devkits"... that's stuff a Geforce2 can do much better. "Early devkits" have at least an X850.
 
london-boy said:
perfect-dark-zero-20050518075210520.jpg


No i'm sorry. Look at that. What are Rare doing with MS's money?!

Even if they're working on "early devkits"... that's stuff a Geforce2 can do much better. "Early devkits" have at least an X850.

While i agree that that looks subpar even on DevKits, i have to understand that this is how RARE works when Porting a last gen game for next gen Console.

Remember StarFox Adventures? At 1st it looked nothing more than a N64 game with Higher Rez textures, today it still holds as one of the better looking games on the System.

I guess that Right now, they are focusing more on the gameplay front (Wich actually looks like its gonna be something BIG) and then when they receive Beta Kits (They must have them by now) they will start working on the more advanced effects, and add detail to the characters, these guys are kings of graphics.
 
With the money they're getting and have been getting for years now, and with the time they have had, they build it from the ground up, not port it.

What's the point of paying 300M to Nintendo for a port...
 
Actually, they started on GC. ;)


So is that supposed to be Joanna in that... screenshot/art/concept with the bigger boobies?
 
That subway shot reminds me of SIN for some reason. They do look like garbage but I don't think the final game will look anything like that. The engine could be relying heavily on features only the Xenos supports and the r420 doesn't. Keep in mind they are not making a scalable PC game that is expected to look good on a x850. I personally think this game will awsome and somewhat groundbreaking for the genre.

For comaprison I dug up this old Halo1 screenshots. Which were probably DX7 renders on a geforce2 before the good stuff was added.

halo.jpg

halo2.jpg

halo3.jpg

halo4.jpg

halo5.jpg

halo6.jpg


and now we have the final shipping Halo with all features added.

halo7.jpg

halo8.jpg
 
london-boy said:
Man... with machines capable of more than 100million polygons per second in realtime... i'm still seeing the polygons.... Don't know what to think, these shots don't knock me off my feet to be honest. Especially the Joe model, and the totally flat and last-gen lighting on her.

What are Rare doing?!

Hmm, could it be that a poly pushing machine might have been better than bump mapping? Which do you think would be a better improvement, 10x the polygons or bump mapping that simulates 100x? Would that be complex models and simple lighting versus simple models and complex lighting?
 
Fox5 said:
london-boy said:
Man... with machines capable of more than 100million polygons per second in realtime... i'm still seeing the polygons.... Don't know what to think, these shots don't knock me off my feet to be honest. Especially the Joe model, and the totally flat and last-gen lighting on her.

What are Rare doing?!

Hmm, could it be that a poly pushing machine might have been better than bump mapping? Which do you think would be a better improvement, 10x the polygons or bump mapping that simulates 100x? Would that be complex models and simple lighting versus simple models and complex lighting?

Well bump maps don't make up for triangular shoulders on the MAIN character in the game. Not even a NPC, the MAIN one. That's just no excuse for next gen machines, lighting or not.
 
Pozer said:
and now we have the final shipping Halo with all features added.

http://dgl.1st.net/halo7.jpg
http://dgl.1st.net/halo8.jpg

Actually, those are old shots still. ;) There were tweaks to the Mjolnir suit made since these shots for Halo:CE.

More like an environment map and a change of the visor, but it makes all the difference:

http://www.gamespot.com/xbox/action/halo/screens.html?page=198

(sorry, didn't have anywhere to upload, so just click the link)

london-boy said:
That's Perfect Dark for X360DD

:LOL: I like that version more. ;)
 
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