[PS3] God of War III Pre-Release

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AFAIK Bayonetta uses an inhouse engine made for that game.
Beside, when was the last time you saw a 60FPS UE3 game on consoles ? ;)

OT: inhouse engine? I know bayonetta use an unreal engine simply modified and renamed from what I have read the last time...:???:
 
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Wouldn't it make more sense now to focus all the resources on graphical features instead of the res if the original 1080p plan was to be believed?

Not really. They could focus those resources onto enemy count, large environments, special effects, and probably Titan encounters.

Until we see what GoW3 offers throughout the entire game, it'll be kind of silly to assume why the game should or shouldn't have a certain feature.

It's entirely possible they leave out self-shadowing on grunts because they plan to have scenes where the engine will render dozens of them at one time.

I understand that Self-shadowing looks good, but I really don't see the ridiculous obsession with it. There's nothing wrong with a game that looks good and plays well. Not every game has to look ZOMG on top of playing well. I think having that mind set really robs you of a lot as a gamer.
 
Not really. They could focus those resources onto enemy count, large environments, special effects, and probably Titan encounters.

Until we see what GoW3 offers throughout the entire game, it'll be kind of silly to assume why the game should or shouldn't have a certain feature.

It's entirely possible they leave out self-shadowing on grunts because they plan to have scenes where the engine will render dozens of them at one time.

I understand that Self-shadowing looks good, but I really don't see the ridiculous obsession with it. There's nothing wrong with a game that looks good and plays well. Not every game has to look ZOMG on top of playing well. I think having that mind set really robs you of a lot as a gamer.
I don't have problems with the grunts actually though i really wish they could at least throw in the selfshadowing on mid-tier bosses as well.
 
I don't have problems with the grunts actually though i really wish they could at least throw in the selfshadowing on mid-tier bosses as well.

I agree that it would look nice to have it on important enemy encounters, as it adds a certain element of "depth" to the scene, but in the end I'm more concerned about the mechanics (as I'm sure many of you are as well). If the game plays fine to me, I can live w/out self shadowing.
 
It's entirely possible they leave out self-shadowing on grunts because they plan to have scenes where the engine will render dozens of them at one time.

So what?

Selfshadowing should still be feasible, even with high amounts of enemy players. Besides, you can easily scale such things, only rendering shadows for the closest 10 enemies for example.
 
Now the more i think about it the more they should include it on all enemies. I remember back in the old days when Doom3 was released and people had to enable the selfshadowing with a patch and surprisingly there was hardly any framerate drops. Also didn't Resistance 2 wrapped in the selfshadowing in the last minute too? I'm pretty sure the number of Grims on screen were in the vicinity of 30-40 if not more.
 
Now the more i think about it the more they should include it on all enemies. I remember back in the old days when Doom3 was released and people had to enable the selfshadowing with a patch and surprisingly there was hardly any framerate drops. Also didn't Resistance 2 wrapped in the selfshadowing in the last minute too? I'm pretty sure the number of Grims on screen were in the vicinity of 30-40 if not more.

Exactly what I said when this whole discussion started !
 
So what?

Selfshadowing should still be feasible, even with high amounts of enemy players. Besides, you can easily scale such things, only rendering shadows for the closest 10 enemies for example.


Right, so they enable self shadowing for the nearest 10 enemies, and then everyone on B3D starts to discuss why it isn't all of them. I won't pretend like that would solve everyones problems, lol.

Either way, my personal opinion is that it doesn't matter. Gameplay is gameplay, and the console game forum, for the most part, is to discuss gameplay and such, not necessarily technical features or faults, correct? I'd rather dig into gameplay more, as it is essentially WHY we play games, not because the characters arm casts it's own shadow.
 
People thinking that self-shadowing makes a game more immersive should really take a step back and think about that for a moment. ;)
 
People thinking that self-shadowing makes a game more immersive should really take a step back and think about that for a moment. ;)

You're right in action we don't really notice self-shadowing.
And it's better to have no self-shadowing than a clipping self-shadowing or a bad one.
 
People thinking that self-shadowing makes a game more immersive should really take a step back and think about that for a moment. ;)

I remember when the first screen has been released and a lot of people talking of ps2 graphics, crap, disgusting etc etc :D now the self shadowing lack; next time probably low buffer effects (the only 'real' gap on the ps3 hardly solvable)
 
Much of our (or at least, my) previous concerns have been addressed along the way.

(Although I still think that there are similar games with better art direction and execution, like Darksiders...)
 
I like the look of Darksiders (even though I think Madureira's drawing style, while attractive to a certain degree, is about as generic as it gets), but from what I've seen so far it looks rather bland and lifeless aside from some truly great looking bosses and Ruin (that's his horse)
I'm still looking forward to it a great deal as it's supposedly structured like a classic Zelda-esque action adventure and not a linear slash 'em up.
 
Kindly take a look at the above mentioned game...

OT I have seen the video but a good graphic isn't enough to convince me about the real quality of a game. I have learned the lesson after resident evil 5; I'll never forgive capcom about its shitt# SP :devilish:
 
Much of our (or at least, my) previous concerns have been addressed along the way.

(Although I still think that there are similar games with better art direction and execution, like Darksiders...)


Darksiders' art direction is more on the cartoony side with huge armor and sword, that reminds me of the World of Warcraft. The game's running at a slower frame rate with lots of screen tearing. I doubt it's appropriate to call it a better art direction or something, let alone doing that in a GOW3 thread ;)
 
OK, how did this pass under my radar, they mentioned about the game displaying thousands of dynamic lights. Which instantly leads me to think a deferred rendering approach.
STYLIZED REALISM -- Players will battle in detailed and unique 3D worlds lit by thousands of dynamic lights and textures with quadruple the resolution, which allows for realistic muscle striations, detailed facial expressions, and new heightened levels of brutality and gore.
Also a confirmation of the HDRI adoption
LIGHTING TECHNOLOGIES -- The dynamic lighting solution employed in GOW III is only feasible through the computing power provided by the Cell SPUs. For example, using the High Dynamic Range Lighting (HDRL) technology, the camera -- when using Krato's sightline -- will emulate the human retina, causing players to feel a sharp brightness when Kratos exits a dark area and enters a sunlit area, similar to how the human eye would need to adjust.
http://www.gamestats.com/objects/143/14341138/index.html
I can tell they used alot of dynamic lights on screen, but not sure if it's indeed a deferred rendering approach.
 
Indeed... I linked to their particular HDRL implementation awhile back in the tech forums btw.
 
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