[PS3] God of War III Pre-Release

Status
Not open for further replies.
HOLY SHI T! That's what you call EPIC!
http://www.computerandvideogames.com/article.php?id=231907
Still not a 720p shot but it'll do for now!
2dgt1jk.jpg
 
Last edited by a moderator:
All 60Hz games out there, excluding fighters, including the biggest game of 2009 (MW2) are like that. Unless developers go the route of simplifying visuals and having an arena style layout like Dante's Inferno with a fixed camera, you're never going to get consistent 60Hz that never misses a beat. Even the GOW 1&2 emulations drop in areas on the PS3.

The demo had an extremely finicky frame rate, so no, its age isn't irrelevant in regards to overall consistency in any area (visuals fidelity or frame rate). Sure, it won't be 60Hz all the time, but much better than the typically 30Hz found in the demo.
It's irrelevant in regards to the notion they'll achieve 60 frames all the way through in the final build which is what I said. I never stated it's impossible to achieve better performance in comparison to the demo. In fact, I'll admit the new build is 60 frames quite often and if you label MW2 as 60 frames then according to your standards this would fit right in with that. However, it drops when things start to get crazy and impressive. The fidelity, quality of post processing, and the spectacle keeps it from maintaining a smooth 60 according to my standards.
 
Honestly after seeing those latest shots it would surprise me if they dont get a fairly solid 60fps as it visually aint that impressive besides nice art. Guess I've seen one to many sherry picked micro sized offscreen images before skewing it for me. :p

Though gameplay seems good and scale seems great to (enemy sizes).
 
Yeah, I'm not wow'ed by the screens either, but there's probably more than the eye can see in the scenes we see in the screenshots. There are probably lots of moving parts and effects going on while the camera zooms in and out in realtime. These things don't really come through on screens.
 
Honestly after seeing those latest shots it would surprise me if they dont get a fairly solid 60fps as it visually aint that impressive besides nice art. Guess I've seen one to many sherry picked micro sized offscreen images before skewing it for me. :p

Though gameplay seems good and scale seems great to (enemy sizes).

It's clearly about the scale Nebs...and that the camera pulls in and out of Kratos to the full-scene in a few seconds in real-time. That is going to be incredibly GPU and CPU hungry. Very impressive. Would be much better to see it in motion though :) And every journalist who has was blown away.
 
Honestly after seeing those latest shots it would surprise me if they dont get a fairly solid 60fps as it visually aint that impressive besides nice art. Guess I've seen one to many sherry picked micro sized offscreen images before skewing it for me. :p

Though gameplay seems good and scale seems great to (enemy sizes).

Yeah, I'm not wow'ed by the screens either, but there's probably more than the eye can see in the scenes we see in the screenshots. There are probably lots of moving parts and effects going on while the camera zooms in and out in realtime. These things don't really come through on screens.
But both of you guys see that almost the whole level is one huge in real time moving character (titan) right?
 
Yeah, it sounds strange to adjust the framerate based on the wielded weapon.

Why would it be? If the RSX really has trouble with a lot of transparent overdraw then it can seriously impact the fill rate. One solution is to lock the entire game at 30fps, another is to try to maintain 60fps with lots of tearing - their third option might be the best compromise.
 
Agree with the art/look comments - lighting, shaders, poly and texture detail aren't too impressive on their own, nor is the level of polish. But man, this scale is huge... and putting all those characters on top of a moving character must be a hell of a programming challenge.
 
Obviously the entire game isn't going to show as much scale as these new shots. When the camera is upclose, the level of detail is much better. Obviously they're going to have to make some sacrifices when the camera pans out. Judging by the demo, which usually has the camera fairly close, GoWIII impressed me just as much as UC2. The character models are second to none IMHO.

I love the large scale of these new shots. I think this is going to be the most epic GoW game yet.
 
Agree with the art/look comments - lighting, shaders, poly and texture detail aren't too impressive on their own, nor is the level of polish. But man, this scale is huge... and putting all those characters on top of a moving character must be a hell of a programming challenge.

:???: wat? It isn't impressive? :???: wtf going on here? It is absolutely normal that details lack of something in the large scale views...
 
Why would it be? If the RSX really has trouble with a lot of transparent overdraw then it can seriously impact the fill rate. One solution is to lock the entire game at 30fps, another is to try to maintain 60fps with lots of tearing - their third option might be the best compromise.

It is strange from the user's point of view. What special weapon will introduce lot's of transparent overdraw compared to other equipments ? Must be something epic. :p The experience will swing when I switch weapons on-the-fly, or use/spam the super weapon even more.

Trottling the framerate by level/scenes is more common (e.g., zoom in/out of Gaia's body).



Now we're talking. :)

Can't wait to see the entire moving level. If the camera is cinematic like MGS4, we will be "swallowed up" by the mythical world.
 
:???: wat? It isn't impressive? :???: wtf going on here? It is absolutely normal that details lack of something in the large scale views...
Agreed. I would think that it would be apparent to everyone here that sacrifices will have to be made on current gen consoles to achieve scale as large as this. I don't understand why it would even have to be brought up because it's so obvious. Personally, I think it is impressive how large of a scale they've achieved here. Screenshots never do justice to large scale shots such as these.
 
But both of you guys see that almost the whole level is one huge in real time moving character (titan) right?
Which is theologically incorrect. The titans weren't such huge beings.

But inaccuracies aside, I think this game would be an ideal candidate for 3D, to really communicate the sense of scale. If they hit 60fps, they could offer a 30fps 3D mode.
 
I glanced through the Destructoid article quickly. Now that I re-read it more carefully, (Holy sh*t) I just realized they have done what I wanted Nathan Hale to do in R2 when fighting the Leviathan:

It happens so quickly -- with the player still in complete control over the ant-like Kratos -- as the Titan swings her arm up and over as she climbs Mount Olympus. Kratos hangs on for his life, using his blades to dig into Gaia's arm. Now we're in vertical combat, the battle with the crab creature raging on.

A next step up from the Shadow of the Colossus ! ^_^

How big is a Titan according to the Greek mythology, Shifty ?
 
Status
Not open for further replies.
Back
Top