[PS3] God of War III Pre-Release

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Game looks great, even if the offscreen camera feeds are enhancing its looks somewhat.
The lighting, animation, and modelling sell the game well.
 
It needs better lighting, other than that the Gamersyde videos show that the game looks pretty sharp and detailed. The lighting looks flat and last gen like :( ! Where's the HDR, where's the glow and smooth transitions?
 
It needs better lighting, other than that the Gamersyde videos show that the game looks pretty sharp and detailed. The lighting looks flat and last gen like :( ! Where's the HDR, where's the glow and smooth transitions?
The HDR is pretty much everywhere, look up to the sky, the fire, the cave lighting etc..
Watch Gametrailer's walkthrough in HD and you'll see it.
 
Oh, why's that? Realtime engines can't hack it or some other kind of restriction?

More like an inherent weakness. Parallax mapping is a hack, it creates the illusion of depth without adding actual geometry or moving vertices around (hence Epic's term: virtual displacement mapping). It all works fine until you see the object's silhouette edges - where it simply breaks down.

So that's why it's mostly used on floors and on walls that have non-parallax mapped objects surrounding them.
 
More like an inherent weakness. Parallax mapping is a hack, it creates the illusion of depth without adding actual geometry or moving vertices around (hence Epic's term: virtual displacement mapping). It all works fine until you see the object's silhouette edges - where it simply breaks down.

So that's why it's mostly used on floors and on walls that have non-parallax mapped objects surrounding them.
It's true that the silhouette edge shows Parallax map's weakness, but when you have a model that's dense enough with the polycount, it should offset the rough edges wouldn't it? Besides, if you only use it for the blemishes, pores, scars or wrinkles than it shouldn't matter that much right? It may very well be a high res normalmap like you said though it's tempting to speculate:)
 
But why use parallax mapping for small details then? Normal maps are perfectly adequate and there's so much more to do with those pixel shader instructions.
 
I thought the lighting looked great :p


GOW3HDR.jpg


GOW3HDRb.jpg



:cool:
 
Well, the flight section shows some great lighting, but the first image shows the walls as completely flat. Maybe lack of self shadowing in the environment or maybe not completed texture work as AO can be painted into textures to give depth in such situations.
third and fourth pics look great !
 
Well, the flight section shows some great lighting, but the first image shows the walls as completely flat. Maybe lack of self shadowing in the environment or maybe not completed texture work as AO can be painted into textures to give depth in such situations.
third and fourth pics look great !

What's happening is that the area is already being shadowed by a shadowmap. The problem is that there is no contact shadow for Kratos in this condition. Once the building blows up (second pic), you'll see the shadowmaps become more obvious.
 
What's happening is that the area is already being shadowed by a shadowmap. The problem is that there is no contact shadow for Kratos in this condition. Once the building blows up (second pic), you'll see the shadowmaps become more obvious.

I am talking about the contact between two walls, windows, ground. Its all one texture, no grime, no AO like dark areas. The texturing seems unfinished in the environment, which comes accross as flat as most of the AO effects are painted as grime and dirt in the environment textures.
 
So the stage floor demo is locked at 30 fps then.
This had better change come March 2010.I understand it's merely a showfloor demo of a game over a half year away from release, but if they cant hit 60 fps in the final product, I will be pretty annoyed.

Actually, they ran analysis on the PSN video. (seems pretty accurate though) The video itself is encoded at 30fps ;)
 
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