PGR4: New Snow on the Ring trailer

Discussion in 'Console Gaming' started by 22psi, Jun 15, 2007.

  1. MJP

    MJP
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    The post-processing method of motion blur (which we've seen in PGR3, Capcom titles, Gears of War) selectively blurs the image based on an of-screen buffer containing a 2D velocity vector for each pixel. Since the velocity info for each model is generated the same exact location that you see the model on-screen, anywhere outside the object silhouette the velocity is zero (or its set to velocity of a model behind it) and therefore won't be blurred as it should. However the blurring *should* extend past the silhouette, because with true motion blur an object appears "stretched" in the direction of movement relative to the camera.

    The "proper" method of motion blur, which you see in the photo mode, is done by actually rendering several images across a set period of time (this period of time corresponds to the time the camera's shutter is open). It's actually a method of anti-aliasing, since you get temporal aliasing when you sample at discrete time intervals. When you render multiple times to an accumulation buffer and apply a filter, you're actually doing the same kind of super-sampling you do to combat jaggies. While this isn't necessarily impossible in real-time, you can imagine how much it would kill your performance to actually render each visible frame multiple times. However since the photo-mode doesn't have to be in real time, they can just quickly render 16 or so sub-frames and produce a beautifully blurred image.
     
  2. pipo

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    http://www.eurogamer.net/article.php?article_id=83294
     
  3. Mintmaster

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    Before the post processing, when you render a car in realtime you only affect pixels within the car silhouette. You can, however, render some information about which way to blur in the post processing.

    When performing the post-process blur on a pixel outside the silhouette, however, you have no information about the car that's nearby. The only way you could know that part of the car needs to be blurred in that pixel is if you searched all the pixels in a substantial region around the pixel you're currently processing, and this is too expensive (e.g. 50 pixel radius means ~8000 texels to fetch). Then you might find neighbouring pixels that are supposed to blur onto the current pixel.

    The realtime appromation is different. Even though your per pixel blur vector says "this pixel should be blurred onto other pixels along this direction", instead you assume its equivalent to "all pixels along this direction should be blurred onto this pixel". The former involves scatter (which GPUs suck at) and the latter involves gather (which GPUs are fast at). For regions of similar blur direction, the two interpretations are the same. Outside the sihouettes of moving objects, however, they're very different indeed.

    I'd love to see someone try a scatter implementation with Cell or even Xenon.
     
  4. Tap In

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    just love how every MS game turns into a "what is it NOT doing" thread on this forum.

    although it has been salvaged somewhat by some good technical info lately.
     
  5. Cyan

    Cyan orange
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    They reflect the whole environment; buildings, sky, markings on the road (not in bonnet view under "normal" conditions), etc. Think of it as a similar effect to Forza 2 realtime reflections, they are like cuboidal photos. If you played that game you'd probably get the picture on this. It's deeper than it sounds, though.

    There are significant differences. Unlike FM2, I didn't see any popping artifact (especially trees and Suzuka's big wheel), the reflections are nowhere near as pixelated as FM2 realtime reflections were, and they look more complex because some of the reflected buildings are human being-made wonders IRL and the game (mainly) features city tracks, not actual race tracks.

    You can see this clearly in this video:

    http://www.gametrailers.com/player/24830.html
    http://www.gametrailers.com/player/24831.html?type= (SD version)

    See you later
     
  6. robofunk

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    It does look very odd though doesn't it. The reflection in one hood view doesn't looks like it's mapped properly at all. Looks like a bug.
     
  7. RobertR1

    RobertR1 Pro
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  8. Tap In

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    #368 Tap In, Sep 13, 2007
    Last edited by a moderator: Sep 13, 2007
  9. Capeta

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    Wow that looks exactly like what you see in the off screen trailer posted earlier, very impressive indeed. Looks gorgeous, the motion blur is done really well, feels CG-ish. I also like how the camera bops up/down over the bumps from the highspeed+stiff suspension.:grin:.
     
  10. RobertR1

    RobertR1 Pro
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    I liked this one:

    [​IMG]
     
  11. Capeta

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    Oh sH*t they've got an RX-7? Hell yeah!! I didn't see any Mazdas in the official cars list prior to this. That SS is insane btw, lighting/compositing is Perfect. Look at the water on the rear windshield so real. :shock:

    http://image.com.com/gamespot/images/2007/255/reviews/935830_20070913_screen045.jpg
    http://image.com.com/gamespot/images/2007/255/reviews/935830_20070913_screen046.jpg
    http://image.com.com/gamespot/images/2007/255/reviews/935830_20070913_screen047.jpg
    http://image.com.com/gamespot/images/2007/255/reviews/935830_20070913_screen048.jpg
    http://image.com.com/gamespot/images/2007/255/reviews/935830_20070913_screen049.jpg
    http://image.com.com/gamespot/images/2007/255/reviews/935830_20070913_screen050.jpg

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    #372 Capeta, Sep 14, 2007
    Last edited by a moderator: Sep 14, 2007
  12. heavenlyglory

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    Here it is..

    Direct feed of the famed intro.

    http://www.gamersyde.com/news_5044_en.html

    Turns out the blur effect isn't really excessive as it looks off-screen (and not even *present* in most of the trailer).

    In any case..it looks amazing and parts that looked great in the off-screen capture, look lots better in this version.
    Save for a few stylized and/or shaky cam moments, its what you get in-game.

    Enjoy.
     
    #373 heavenlyglory, Sep 14, 2007
    Last edited by a moderator: Sep 14, 2007
  13. Acert93

    Acert93 Artist formerly known as Acert93
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    @ nAo. You were right. It appears, based on the gameplay footage, that the St. Petersburg rain movie was using non-realtime motion blur. Good eye, and thanks for educating everyone.

    @ The vids... nice! The use of high resolution textures on the buildings is vindicated... again... by this media. Looks great.
     
  14. Shifty Geezer

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    We eagerly await a follow-up from N4G recognizing nAo's point was smart deduction, and maybe they can ask Bizarre Studios developer Ben what the hell he was talking about...
     
  15. Phil

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    What the hell is the R500 doing in Class C when the supercharged Ariel Atom is in Class B?

    The R500 still should beat it on track.
     
  16. RobertR1

    RobertR1 Pro
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  17. Cyan

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    Very beautiful video. It took me 1 hour to download it but it was worth it. I think I'm enamored with this game.

    3 new pics :shock::

    http://images.gamersyde.com/gallery/public/6334/1163_0016.jpg

    http://images.gamersyde.com/gallery/public/6334/1163_0001.jpg

    http://xbox360media.ign.com/xbox360...project-gotham-racing-4-20070904000408567.jpg
     
  18. pipo

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  19. Acert93

    Acert93 Artist formerly known as Acert93
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    A video on the making of PGR4 sound. 4 wheel independant tone based variations for grip and sliding is one of those subtle things that is pretty cool. The work that goes into a title like this, that most people never notice, is crazy.
     
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