[PS3] Killzone 3

Discussion in 'Console Gaming' started by patsu, May 21, 2010.

Thread Status:
Not open for further replies.
  1. nightshade

    nightshade Wookies love cookies!
    Veteran

    Joined:
    Mar 26, 2009
    Messages:
    3,392
    Likes Received:
    93
    Location:
    Liverpool
    Yes...Coriolis effect
     
  2. JPT

    JPT
    Veteran

    Joined:
    Apr 15, 2007
    Messages:
    2,505
    Likes Received:
    943
    Location:
    Oslo, Norway
    Range, wind, gravity, temperature/humidity, I believe are the key ones that snipers look at.
     
  3. Scott_Arm

    Legend

    Joined:
    Jun 16, 2004
    Messages:
    15,134
    Likes Received:
    7,680
    Just read up on it. It's pretty much ignored unless you're shooting at a target over a mile away, and even then it's a small factor relative to wind and even the rifling of the gun barrel. These are the kinds of things devs will talk about to make their game sound like it's the most cutting-edge amazing thing ever, when they probably have an incredibly simple approximation. It also doesn't seem necessary at all.
     
  4. patsu

    Legend

    Joined:
    Jun 25, 2005
    Messages:
    27,709
    Likes Received:
    145
    May be we should wait for the game. KZ3 has space mission(s). It may be perfectly reasonable for a space canon/sniper to handle planet rotation.
     
  5. Neb

    Neb Iron "BEAST" Man
    Legend

    Joined:
    Mar 16, 2007
    Messages:
    8,391
    Likes Received:
    3
    Location:
    NGC2264
    That is simple to simulate you could do that in 10+ year old games basically for free. Just a simple fixed deviation value like most wind systems in games. I'll bet people would be surprised what many games do that is not hyped/promoted. Seen some things when modding that if hyped would make people raise their eyes for multiplatform games even stretching back to last-gen. But in the big picture nothing unbelievable. :Kevlarsuit:

    What would be impressive in a game would be a dynamic 3D wind system with turbulence etc outside of flightsim genre.
     
  6. Shifty Geezer

    Shifty Geezer uber-Troll!
    Moderator Legend

    Joined:
    Dec 7, 2004
    Messages:
    44,106
    Likes Received:
    16,898
    Location:
    Under my bridge
    But why, when it's impact on games would either be imperceptible, or frustring?
     
  7. nightshade

    nightshade Wookies love cookies!
    Veteran

    Joined:
    Mar 26, 2009
    Messages:
    3,392
    Likes Received:
    93
    Location:
    Liverpool
    Yep I don't see its use outside of war sims like Arma,Flashpoint, cause miniscule deviation would result in shot going wide off when we are talking of long range shots.

    Avg gamer is ignorant enough to disregard those imperfections as "flaw in shooting mechanics".
    Its even more useless when you realize that most games don't even have areas that big to actually simulate the effect/approximation. It simply ends up being a frustrating addition which was included in the game simply cause the devs thought it was cool to have bullets that deviate within a range as small as 500 meters.
     
  8. Lucid_Dreamer

    Veteran

    Joined:
    Mar 28, 2008
    Messages:
    1,210
    Likes Received:
    3
    Could you link to some documented examples of games tracking around 20 variables for bullet fire? I would be interested in seeing if what you said is true.
     
  9. Neb

    Neb Iron "BEAST" Man
    Legend

    Joined:
    Mar 16, 2007
    Messages:
    8,391
    Likes Received:
    3
    Location:
    NGC2264
    Not much for snipers but instead for arty to zero it in to hit coordinates.

    Well I didn't see the video since it didn't play so if you could list the variables. Numbers alone aint worth much and generally bullets have quite some variables for movement in games. You know, wind deviation, energy loss, penetration value, scattering, deflection etc.

    EDIT: Are you talking ~20 variables for "high precision" path regarding strictly projectile movement or movement+impact/collision and also recoil etc? If later then lol... I also assume the devs said it and not the "clown" or say "entertainer"! ^^
     
    #509 Neb, Jul 28, 2010
    Last edited by a moderator: Jul 28, 2010
  10. patsu

    Legend

    Joined:
    Jun 25, 2005
    Messages:
    27,709
    Likes Received:
    145
    If it's a space mission, then the scale/range will be astronomical. It is also possible that a planet/moon/rock has different rotation speed from Earth (Think fighting on a moving train in Uncharted 2). Too many uncertainty to say either way.

    Best is to wait for more info.

    EDIT:
    I know there are Heavenly Sword haters out there (Hi~)... but It may also be interesting to do a bullet view like HS's Aftertouch. It would be an interesting stereoscopic 3D showcase akin to the KZ2 3D trailer. Plus I have always loved Kai's archery mini-game. Under this scenario, the 20 tracking variables will be noticeable and "playable" (i.e. becomes part of gameplay).
     
  11. Billy Idol

    Legend

    Joined:
    Mar 17, 2009
    Messages:
    6,067
    Likes Received:
    907
    Location:
    Europe
    Do I understand this correctly that the dev in the hip hop gamer video implies that the KZ2 lag was due to the massive processing of the bullet trajectories - if so, this is kind of lame to be honest, as no one needs real bullet physics in a game (heck, that is like implementing relativistic physics in car racing :)).

    But I wonder if this is for real: the reduced lag, after the update is due to the reduced bullet physics? Kind of hard to believe, especially as the new mode goes by the name of 'high precision mode' ;-)
     
  12. patsu

    Legend

    Joined:
    Jun 25, 2005
    Messages:
    27,709
    Likes Received:
    145
    Did they really say that ? People complained about aiming and turning acceleration. That means the bullet has not been fired yet. The bullet calculation wouldn't matter.
     
  13. Billy Idol

    Legend

    Joined:
    Mar 17, 2009
    Messages:
    6,067
    Likes Received:
    907
    Location:
    Europe
    This is at least what the dev in the vid said...if I understand it correctly, which for me is hard to believe as well...
     
  14. patsu

    Legend

    Joined:
    Jun 25, 2005
    Messages:
    27,709
    Likes Received:
    145
    Hmm... Perhaps the 20 or so variables needed to be updated even when the bullet has not been fired. Then again, we know KZ2 has spare capacity for more work. Will need to probe more to know how they all relate. Did the interviewer follow up with more questions ?
     
  15. i_am_interested

    Newcomer

    Joined:
    Dec 30, 2009
    Messages:
    28
    Likes Received:
    0
    ive only seen less than the first minute

    but from what ive read, your correct in understanding that a producer in the US said that about the game, maybe what he said is true, maybe not, who knows,

    but what i do know is that the guy being interviewed is NOT a dev, he doesnt even work for guerilla, hes some game producer whos credited for the "production" of games in the US, notice how i said production and not development
     
  16. Neb

    Neb Iron "BEAST" Man
    Legend

    Joined:
    Mar 16, 2007
    Messages:
    8,391
    Likes Received:
    3
    Location:
    NGC2264
    Suspected that as soon as I saw the link. Expected nothing less from that product 'worshipper' site which is quite apparant after seeing a couple of videos and how almost everything is twisted in insane ways to create sensational lines.
     
  17. Billy Idol

    Legend

    Joined:
    Mar 17, 2009
    Messages:
    6,067
    Likes Received:
    907
    Location:
    Europe
    ah, ok...thanks for the info! I have to admit that he seemed to be very convinced of himself and the things he said...but yeah, who knows what is true and what is wrong nowadays?!
     
  18. Billy Idol

    Legend

    Joined:
    Mar 17, 2009
    Messages:
    6,067
    Likes Received:
    907
    Location:
    Europe
  19. patsu

    Legend

    Joined:
    Jun 25, 2005
    Messages:
    27,709
    Likes Received:
    145
    According to some GAF posts, KZ3 online will be revealed next month in Gamescom. I think 3D visuals will help in split-screen presentation, so their 3D effort should also benefit people with no 3DTV.

    If Guerilla Games forgot to make KZ3 fun in the quest for proper 3D implementation, then they will likely fail us. I hope they don't rely solely on set pieces to impress.
     
  20. Svensk Viking

    Regular

    Joined:
    Oct 11, 2009
    Messages:
    627
    Likes Received:
    208
    Excuse me if I sound stupid, bow how would 3D help splitscreen?
     
Loading...
Thread Status:
Not open for further replies.

Share This Page

  • About Us

    Beyond3D has been around for over a decade and prides itself on being the best place on the web for in-depth, technically-driven discussion and analysis of 3D graphics hardware. If you love pixels and transistors, you've come to the right place!

    Beyond3D is proudly published by GPU Tools Ltd.
Loading...