Playstation 3 e3 thread 3

Discussion in 'Console Technology' started by jvd, May 17, 2005.

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  1. rabidrabbit

    rabidrabbit A Reformed Member
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    Yes, but they were just screens. There never was a video demoed of original Getaway that was of the same quality :wink:

    Almost everybody lies in game screenshots even today whan the consoles have been on market for years.
    Screenshots of today's games ~20% better than actual gameplay.
     
  2. London Geezer

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    In their defense, the first Getaway screens were just impossibly hi-res and with copious amounts of AA. Much like most others after that. They must have started the trend.
    But really, everything else was in the game, just at lower res and no AA, but with lots more on screen.
     
  3. Kolgar

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    Come on, man. You're a mod. Was that necessary?

    And personally, I'd be surprised - very surprised - if most of the KZ trailer wasn't CGI. But we don't know, and some reports suggest that some of it is real, if not most of it.

    Like you said, we'll just have to wait.
     
  4. cybamerc

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    Not at all. The first screens had nothing to do with the game. They were created in some 3d app. What they did back then isn't at all comparable to capturing screens at a higher res for the print media.
     
  5. StefanS

    StefanS meandering Velosoph
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    Thanks for posting that the 4th (!!!) time; this has been in all PS3 E3 threads...
     
  6. inefficient

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    Someone needs to ask Tim Sweeney if his ut2k7 demo was utilizing the SPE's at all.

    Since they are claiming only 2 months of work to port it. I imagine, they only made minor adjustments to get the main program code to run on the PPC. Then rewrote a bunch of shaders in Cg so they could compile them for the RSX.
     
  7. London Geezer

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    The demo they showed was mostly in a very enclosed scene, so i'm not sure to what extent they were using Cell.
     
  8. Tsmit42

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    The ps2 launched at 39800 yen. So this is a 25% increase. So except Sony to release ps3 at $399??? Considering bought ps2 for ~$700, it might still sale like hotcakes.
     
  9. Devourer

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    Yeah, congrats to him and his team. One of the most beautiful looking PS3 games, up there with Killzone 3. I'll watch this game closely as I plan to buy it.
     
  10. Gerry

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    I apologise profusely if I've offended you.

    Send me a stamped addressed envelope and I'll gladly return the 5 seconds of your life I wasted.

    Again, my humblest apologies.
     
  11. Devourer

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    Yes, but I remember the fake Halo 2 E3 2003 video and the fake ultra high quality shot for Halo 2. Never trust 'those' people too. Or anyone.
     
  12. HappyBread

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    Guerrilla Talk Killzone PS3.


    Guerrilla's stunning PLAYSTATION 3 trailer, showing the future of the Killzone series, is the talk of the town here in LA (as well as the Internet at large). We did some digging...

    Jan-Bart Van Beek is the Game Director of the PS3 Killzone at Guerrilla Games, and has spent the last few months working on the trailer that really blew the crowd away at Monday's PLAYSTATION 3 unveiling. After a second showing of the trailer at today's SCEE conference received another rapturous round of applause, we caught up with Jan to find out more.

    How do you feel about the reaction to the trailer that was shown yesterday?

    Jan-Bart: It's been an amazing reception, the rush you get from seeing your own stuff on the big screen like that, and then the reaction to it, it's a big rush, I'm really happy about it.

    How long ago did work start on the sequence?


    Jan-Bart: We started working on it in late November, and only finished it three days before the show, at the very, very last moment!

    It seemed like Killzone, only more so! Is that what we can expect from the finished game?

    Jan-Bart: We want to avoid having just Killzone with more beautiful graphics. We want to add a lot more to it than that. So we're adding a lot more character interaction, with the ways they respond to you and how you can react to them. There's a lot more interactions between characters like you see in the trailer, people dragging each other off out of combat and helping each other, giving each other their weapons - a lot more real human interaction, basically.

    [Ben Duncan, the game's Producer] It's like with the Alfred Molina demo, the quality of facial animation we can get with the characters means you'll really feel that emotional sense of being part of a unit and fighting together. Characters working together, comrades pulling each other back from the field of battle; that kind of thing is really going to move the genre forward.

    There's a great moment where you see an ISA ally take out a Helghan with his rifle butt to save your bacon... is that representative of the kind of sophisticated behavior we'll start seeing in artificial intelligence when PS3 arrives?

    Jan-Bart: Yes, totally, it's just the start. Characters will be very aware, very alert to how they might be able to help you. That moment [with the rifle butt] is a good example of how it can add a little visual 'wow' to it all.

    Is the Killzone sequence a fair example of what people can expect from realtime gameplay on PLAYSTATION 3?

    Jan-Bart: Yeah, it's basically a representation of the look and feel of the game we're trying to make.

    Have you found PS3 easy to work with?


    JB: Yes, we're really impressed with it. The Cell is amazingly powerful, and the graphics CPU [the RSX, co-developed with Nvidia] in there... it's actually hard to mimic it on our development PCs, we have to see it on the PS3 hardware itself. It's really nice to be working with such powerful hardware.

    As yet, high definition TV isn't that widespread, especially in Europe - are you concerned that some players won't get to see your game in as much detail as is intended?

    JB: No, I think in two, three years' time, HDTV will be a lot more accepted, in Europe too. We'll start out with 720p and then [onto 1080p] as there's now this product [PS3] that people will want to buy a new TV for.

    Thanks, and congratulations on the work.

    JB: Thanks! [Beams proudly]
     
  13. London Geezer

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    Heh, what else was he gonna say if not "PS3-Cell-RSX is great, the videos shows what u can expect from PS3, PS3 is so easy to program for, but it's not all about graphics"... :wink:
     
  14. hey69

    hey69 i have a monster
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    so they needed 6 months to render and make this CGI or do i misunderstand that?
    or they meant that they created a short realtime demo (not necesarely at 60fps but edited to make it 60fps )
    I presume they also have a cell based workstation with a 6800ultraSLI setup. since they claim they dont know how it will look on real rsx hardware
     
  15. London Geezer

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    No they probably needed all that time to put it all together. Art, animation, editing, direction. It's quite a long process. The rendering shouldn't take THAT long. Especially seeing how there's nothing fancy going on in the video, in the world of CGI that is. It's in-game assets being rendered offline, there's no raytracing or any other time-consuming stuff going on.
     
  16. hey69

    hey69 i have a monster
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    no offcourse the rendering wouldnt take 6 months. ...

    still not 100% clear if it is CG or rendered in SLOWMO realtime and sped up to match the RSX speed
     
  17. London Geezer

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    From the information gathered by my very own biological CPU, it seems that they used assets that will be used for the game, they restricted the whole thing to match what Sony told them will be the final performance of PS3, and offline-rendered it.

    There's no final hardware and unless something like that can run at that speed on a 6800U SLI setup, it's all prerendered.
     
  18. Psikotiko

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    Do you have the link for that interview?

    Thanks.
     
  19. mckmas8808

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    That was a really good interview. Wow 6 months.
     
  20. Megadrive1988

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    ^good observation. good point.
     
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