PS3 Gameplay footage?

acert93;

acert93 said:
As far as I can see the only major differences are MGS4 will continue development and become a full game (Ruby wont) and MGS4 is being designed for the PS3 exclusively with CELL+RSX in mind; Ruby was designed with a PC+R520 in mind, which actually puts Xenos at a disadvantage (especially when we consider the unique Xenos features like Unified Shaders, MEMEXPORT, hardware tesselation and complex LOD, CPU<>GPU streaming for procedural synthesis/geometry shader like work, fast stencile/Z with 100% dedicated vertex work from the ALUs, eDRAM with FP10 and FP16 support with 4xMSAA, etc).

I'm not entirely sure which Ruby real-time demo you're refering to, but is it by any chance the Ruby: The Double Cross or one of the X850 ones? If not, please link me to the correct one.

Anyway, you named reasons why the Ruby demo (which ever one you might be refering to) would be at a disadvantage, but at the same time you have to consider the differences: The ruby demo is just a demonstration of an engine that's pushing out the maximum visuals possible with a given overhead in mind - is the engine designed around to cope with more characters/models on screen that a game would want to utilize? What about A.I? What about other gameplay mechanics? I'm sure the Ruby demo has an appropriate overhead, but while there may, it's still just a an engine that was done to show off the rendering ability of its graphicscards in a very controlled environment. This is where the MGS trailer is different: it's not just an engine that was made for in-game cinematics - it's an engine that is being developed that is going to run alongside the AI, the physics, the gameplay mechanics and the player's input. The cut-scene itself may have been a scripted one, but already the trailer showed how it handles outside environments with wind and a lot of characters on screen (I didn't actually count how many enemy soldiers were on screen at a given instance but I'd say over 10 in addition to 3 tanks and a few metal gears all at the same time), indoor environments with fire, smoke etc. I'm not expecting the final engine to be pushing that many tanks, metal gears and soldiers all at once in in-game gameplay environments, but I'm not excluding the possibility either since this is going to take place in a warzone.

I think the point I'm trying to make is simple: the MGS footage is very representative of in-game visuals that we'll be seeing when the game ships. This wasn't a technical demonstration nor was it a demonstration of an engine that is going to be used purely for in-game cinematics. In the end, you might have a few less characters on screen (not 10+ enemies + 3 tanks + metal gears), but the first 10 seconds of the trailer I'm sure is as representative as you can get. Personally, I think excluding the MGS4 from anykind of "in-game graphics thread" is just akin to be running damage control, justyfying the reasoning it's just a cinematic in a very controlled environment. If the MGS trailer had only been limited to that tiny room with Snake and the little robot, then yeah, you'd have a point - but it wasn't.

BTW; if the Ruby demo would be an actual engine designed to be used in-game together with everything that is required by a game (game-mechanics, AI etc), IMO it'd be only fair to include that as well. Since it isn't though, my best guess it's just an engine that is undoubtedly a great indicator of what it's capable of, is a lot more restricted to its environment than something that is designed for actual gameplay. Of course you're right that it wasn't optimized for the Xbox - that doesn't make the MGS trailer less representative though. It only shows that the Xbox360 still hasn't showed it's potential yet.
 
Acert93 said:
Correct, I did read the question :D



Allard has stated a number of time that:
1. MS philosophy is primarily to show games people will be playing and to give them a gimpse of the gameplay experience they will have on the 360, and
2.) that with the Fall launch developers don't have time to make tech demos and don't have time to make a half dozen demo-builds throughout the year to showcase. They need every hour they can muster to just finish the games... the finished games will do the talking.

Devs are in crunch and the LAST thing on their mind is spending a couple weeks getting a demo up. A good example: PGR3. It no-showed E3. 2 months later they started showing stuff. Now one could argue they NEEDED to show realtime footage at E3, but their goal was to KEEP WORKING ON THE FINISHED PRODUCT.

Looking at the progress of a lot of 360 games in the last month (like dead rising) Allard seems spot on. This does not all 360 games will be good at launch (I suspect MOST will stink... most are ports or rushed, as usual, on incomplete HW) but it does show Allard is telling the truth. A couple weeks can be the difference between getting bugs out, getting a feature to work right, upping the framerate.

Devs sell games, not trade shows. It makes sense for MS, who is releasing first, to focus on games.

Sony has 6-12 months of cushion. Their GOAL is to impress fans; to get people to be convinced their platform is better and NOT to buy the competitor. They have the time to make significant demos to wow the crowds, to have timed releases and to try to steal MS's thunder.

It is a chess game.

They are different business philosophies. When looked at from that perspective it makes a lot of sense why 1.) MS has not shown a lot of games (15 launch day titles, yet only a handful still shown!) and has not had the time for cinema reels and 2.) why Sony has released VERY select footage that has an impact and selected key shows and events to sway consumer opinion.

I am not saying one is better than the other, but when looking at the situation it is important to keep that in mind.


great post tottally on the money, unfortunetly most people are too thick or blinded to see this, I was pretty impressed Microshaft showed what they did at E3 at their own parrel, it kinda seems like they didn't care what the gaming "press" thought and just wanted to supply poeple with the closest thing they could to a playable game.

I mean look at the new gameplay footage\screens(Kameo\PDZ ect) we have been getting lately some of this stuff is 100% improved over what we saw at E3.
 
I think that we can't compare two different engines, GOW engine and MGS4 engine are too different (probably MGS4 engine is MGS3 engine), moreover GOW is near to be complete on Xbox360 final devkit, MGS4 is developed on PS3 alphakit, wtih 256MB of RAM XDR, without RSX and FLEX I/O, and with a Cell@2,4GHz against the final Cell@3.2GHz. For a better comparision we should compare the first PS3 game based on UE3.0 with GOW
 
Phil said:
I'm not entirely sure which Ruby real-time demo you're refering to, but is it by any chance the Ruby: The Double Cross or one of the X850 ones? If not, please link me to the correct one.

Hey Phil, Thanks for responding.

I don't have time right now to read your entire response (just got up and going to work... yeah, B3D addiction kicking in haha) but I did catch this first part.

The demo reel is the Assassin video. There is a fairly recent video, decent quality (but direct feed) from the July/Aug MS demonstration of it. There is a link to it somewhere on the forum. In short though

Assissin > Double Cross

Assassin is newer and much more detailed. When I get a chance later I will read the rest of your reply.

EDIT: I think the below link is the video. Not sure if this is the high quality one or not, but it is the best I could find on short notice and other non-B3D addictions things to do ;)

http://www.1up.com/do/newsStory?cId=3142843&a=all
 
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Phil said:
Anyway, you named reasons why the Ruby demo (which ever one you might be refering to) would be at a disadvantage, but at the same time you have to consider the differences: The ruby demo is just a demonstration of an engine that's pushing out the maximum visuals possible with a given overhead in mind - is the engine designed around to cope with more characters/models on screen that a game would want to utilize? What about A.I? What about other gameplay mechanics? I'm sure the Ruby demo has an appropriate overhead, but while there may, it's still just a an engine that was done to show off the rendering ability of its graphicscards in a very controlled environment. This is where the MGS trailer is different: it's not just an engine that was made for in-game cinematics - it's an engine that is being developed that is going to run alongside the AI, the physics, the gameplay mechanics and the player's input.

You are aware that these things can, and often are turned off during cut scenes, right?

Heck, look at MGS3. The cut scenes are all in-engine, right? But the gameplay doesn't look as good as the cut scenes, does it?
 
Powderkeg said:
You are aware that these things can, and often are turned off during cut scenes, right?

Heck, look at MGS3. The cut scenes are all in-engine, right? But the gameplay doesn't look as good as the cut scenes, does it?

It actually does (Gameplay looking as good as the cutscenes). All i've noticed was the Dynamic Camera angles and the faces being shown more closely. I've never noticed a jump in visuals when in a cutscene. The environment and the character models look as good as they where in game.
 
BlueTsunami said:
It actually does (Gameplay looking as good as the cutscenes). All i've noticed was the Dynamic Camera angles and the faces being shown more closely. I've never noticed a jump in visuals when in a cutscene. The environment and the character models look as good as they where in game.

You're right. You and everyone else that played the game noticed the samething.
 
On topic please.:p

So Gundam is the only true gameplay sequence available for PS3 demo purposes? Its a great demo... that's encouraging.

I would ask that as new gameplay sequences make themselves available that the discoverers make a link available in this thread. Hopefully by Xmas we'll have a great catalogue of like comparison games and genres with which to compare 360 and PS3 graphical abilities.
 
slider said:
Are we not including Sonic in any of the "variants" shown?
Did they have "Sonic running on PS3" vids or "Sonic Next gen" vids? General next gen pics are fine but since folks want to do comparisons, I figured we'd focus on vids that particularly capture PS3 gameplay.
 
There's also like 5 seconds of the ubisoft FPS (don't remember the name) that was in the E3 montage, that was in game.

sonic would count definately.

Any others?
 
Sonic
I-8
Gundam

Lets keep em coming!

Edit: (Fight Night removed from the above list.) BTW Fight Night looked great.
 
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BlueTsunami said:
It actually does (Gameplay looking as good as the cutscenes). All i've noticed was the Dynamic Camera angles and the faces being shown more closely. I've never noticed a jump in visuals when in a cutscene. The environment and the character models look as good as they where in game.

Reality check.

928437_20050916_screen017.jpg


928437_20050916_screen019.jpg
 
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