marconelly! said:I'm not trying to discredit you or anything, just wanted to post observations of very obvious flaws in that KZ footage that shouldn't be there if it was prerendered. I mentioned shadow glitches and tons of missing shadows (even the basic ones of the characters on the ground) or geometry popup. My best guess is that studio was farmed out to develop models, textures and animation for the whole thing, with imposed limitations (512MB memory restrictions, etc), but the 'rendering' of the produced scene was done using the devkit hardware itself, the same way Deano explained they rendered their own game using in-engine footage or the same way they demonstrated Final Fantasy movie scene being rendered in real time few years ago, with scaled down shaders and assets.
Last time, then ignore on.
They did the whole f***ing thing themselves.
All the glitches you see are probably results of rushed production (they've been working night and day before E3) and compositing errors. See, CGI is rendered in layers and passes and then put together in a compositing app like After Effects or Digital Fusion.
Proof that motor storm is realtime would be to look at the screenshots and notice craploads of obvious aliasing, clipping, faked temporal motion blur and just overal realtime-looking rendering all over the place.
Most CGI uses fake motion blur, as not many studios can afford PRMan. This also tends to introduce aliasing problems.
Also, as KZ is prerendered, it's safe to assume that other game demos are too.