zurich said:When I first fired up GT4rologue I was blown away by the opening movie, supposedly from the in-game, in-engine footage. I was then horrified to see what the game itself looked like..
Sorry, but
zurich said:When I first fired up GT4rologue I was blown away by the opening movie, supposedly from the in-game, in-engine footage. I was then horrified to see what the game itself looked like..
I think you are probably underestimating the amount of blur some compression codecs can add. I was just watching some gameplay videos (guy playing the game, with a head up display and all) that had blur just like in these videos. Also, GT3 intro has much cleaner and higher quality looking blur compared to these.Sorry, but it's not. It's obvious..at least to me
All I'm saying is that aliasing in these videos looks exactly the same as aliasing in every video of GT4 released so far - many of which were gameplay videos. Also, GT3 intro had greatly reduced texture aliasing compared to these.It confuses me why certain individuals automatically assume that the presence of texture aliasing automatically equates to realtime...
Li Mu Bai said:zurich said:When I first fired up GT4rologue I was blown away by the opening movie, supposedly from the in-game, in-engine footage. I was then horrified to see what the game itself looked like..
Sorry, but
whipper snapper said:What's with no head lights? Do you think PD are going to do them right in GT4 because in GT3 they were weak.
NeoSpaceFuture said:whipper snapper said:What's with no head lights? Do you think PD are going to do them right in GT4 because in GT3 they were weak.
My guess is that the PS-2 is too weak to do realtime lighting required by headlights...
Well, there's nothing to circle around really. It's a flawed argument considering that NFS:U has those headlights he's talking about. So, it's obviously possible, just probably was not the priority for guys at Polyphony.Uh-oh! Marconelly, Phil, Pana, & the gang will be circling your wagon very shortly.
PC-Engine said:NFS:U engine didn't look too impressive to begin with relatively speaking so it probably had resources left over to do the lights. GT4 is definitely going to be maxing out the PS2 so the addition of lights was probably too expensive.
That's exactly what they are yeah We could say that motion trails = motion blur, if you drive your display framerate higher while keeping logic updates unchangedMfa said:but personally I would call them motion trails rather than motion blur.
Given NFS framerate problems, it's obviously maxing out some things. What exactly those are, and whether they could be done better in some manner is not something one could figure out just from looking at games.PCEngine said:NFS:U engine didn't look too impressive to begin with relatively speaking so it probably had resources left over to do the lights. GT4 is definitely going to be maxing out the PS2 so the addition of lights was probably too expensive.
Outside of popup (which was *really* too much) I thought that track looked pretty damn good. What you didn't like about it?better then the rather nasty looking NY stage in Prologue
Fafalada said:.
That said, GT4 uses much lower resolution textures, and doesn't stream the course graphics data in realtime etc.
Given NFS framerate problems, it's obviously maxing out some things. What exactly those are, and whether they could be done better in some manner is not something one could figure out just from looking at games.
Anyway, GT4 has to run at 60frames, without jumping up and down 90% of the time, NFS:U ran at 30 with jumping up and down 90% of the time.
That said, GT4 uses much lower resolution textures, and doesn't stream the course graphics data in realtime etc.
Frame rate is not determined by the camera shutter speed.
Given a sampling rate of the image, N samples fit in one frame.
How big is N? it depends on lot of parameters, like cel/ccd sensitivity, shutter opening end closing time, total amount of light in the scene, objects maximum speed, etc..
Making it simple you just sample N images and accumulate them in one image
Simply put I just didn't think it's up to par with the goodlooking citytracks from GT3/Concept.Marc said:Outside of popup (which was *really* too much) I thought that track looked pretty damn good. What you didn't like about it?
I stand corrected if that will be the case in final game, but I only have Prologue to go by so far, and there I can take the disc out after the stage has loaded and play without any problems - so it doesn't seem to be streaming anything except music.wazoo said:Last E", they said GT4 was doing texture streaming during the race, etc
I have a hunch that NFS:U usually isn't rendering limited. But since I don't have a PA handy right now to verify that, there's not much point trying to argue about this.PC-Engine said:Maybe the inclusion of the lights was why NFS:U ran at 30 fps.
doing things brute force, you'd probably limit motion blur to just certain objects, not the whole scene. TTT IIRC does exactly that - rendering characters at double framerate.
But also, there do exist alternatives for approximating motion blur that look nice enough, and aren't as expensive as brute force method. Look at photoshop MB for instance - applying the same idea, but rather then having one global velocity vector for the whole area, storing the vector on every rendered pixel, can give some pretty nice results.
V3 said:I remember one of the early PS2 demo was said to be doing some motion blur, its probably the particle demo not too sure.