[PS3] Killzone 3

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I wouldn't think the rotation of the planet would have much affect on a bullet. I mean, do snipers correct for the rotation of the earth? To be honest, I think it's probably an extremely simple approximation they'd done, but they could talk up as if their game was doing something incredibly sophisticated. The rotation of the earth? OMG!

Range, wind, gravity, temperature/humidity, I believe are the key ones that snipers look at.
 
Yes...Coriolis effect

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.
 
I wouldn't think the rotation of the planet would have much affect on a bullet. I mean, do snipers correct for the rotation of the earth? To be honest, I think it's probably an extremely simple approximation they'd done, but they could talk up as if their game was doing something incredibly sophisticated. The rotation of the earth? OMG!

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.
 
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.

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.
 
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.
 
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.
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.
 
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.

Not much for snipers but instead for arty to zero it in to hit coordinates.

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.

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"! ^^
 
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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.

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).
 
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' ;-)
 
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.
 
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.

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...
 
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 ?
 
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' ;-)

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
 
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

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.
 
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

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?!
 
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.
 
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.

Excuse me if I sound stupid, bow how would 3D help splitscreen?
 
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