[PS3] Killzone 3

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Its because of grain filter, KZ2 used it in ample amount but it was lost due to the QAA blur, here its more pronounced. Keep in mind KZ2 was one of the few console games to use good quality AF.

It's not the grain filter creating aliasing on mapping, specular, texture detail. I should have said "grainy" as I was not talking about the grain filter as it is subtle in the images and it's a fullscreen effect.
 
What makes them unbelievable.

It's a PS3 exclusive, didn't you know? :LOL: :p

Anwyay some captures looks quite nice, some really nice and artwork seems really good and scenes give sense of being cluttered. Has that 'sepia' and LP2 IQ look though it fits such scene(s).
 
Sense of scale? geometry? amount of particles? Lighting? Post-Processing effects? And its still 30 fps in 720p with MLAA - quite an achievement.
Its really big step up from KZ 2.
 
Sense of scale? geometry? amount of particles? Lighting? Post-Processing effects? And its still 30 fps in 720p with MLAA - quite an achievement.
Its really big step up from KZ 2.

How would you figure out geometry? Is it more than the 1m polygon per frame from KZ2?

Scale looks good but seeing scale in other games nothing ground breaking, especially not when play area borders are quite close (the debris walls or such). But it gives a sense of scale but not in the way of groundbreaking achievement.

What counts as particel clutter mess? Individual particles on screen, particle effect density, does anyone factor in the fullscreen player "visor" particle effects to simulate a bigger particle mess than what is (used in some games)?

If anything looking at those shots it's clear KZ2 with QAA did quite well in masking particle/PP res. It even looks as if particle effects where made up of more particels in KZ2 to give better volume.

http://www.play-mag.co.uk/wp-content/uploads/2010/12/1-098.jpg
http://www.play-mag.co.uk/wp-content/uploads/2010/12/1-041.jpg
http://www.play-mag.co.uk/wp-content/uploads/2010/12/1-066.jpg
http://www.play-mag.co.uk/wp-content/uploads/2010/12/1-223.jpg

Maybe lighting is improved though it looks similar which looks like bloom for sky + some fake HDR or such with the over brightly lit surfaces with eye bleeding white color (there are several games with this and it is off puting if that limitation is exposed to much).
 
If anything looking at those shots it's clear KZ2 with QAA did quite well in masking particle/PP res. It even looks as if particle effects where made up of more particels in KZ2 to give better volume.

http://www.play-mag.co.uk/wp-content/uploads/2010/12/1-098.jpg
http://www.play-mag.co.uk/wp-content/uploads/2010/12/1-041.jpg
http://www.play-mag.co.uk/wp-content/uploads/2010/12/1-066.jpg
http://www.play-mag.co.uk/wp-content/uploads/2010/12/1-223.jpg
Those are from Killzone 3
 
It's a PS3 exclusive, didn't you know? :LOL: :p
xD
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It gives a sense of scale, but gameplay wise seems as limited as KZ2. Lighting does look very good. Particles are nothing special, something like Lost Planet blows it out of the water.

All in all it looks very good, but not mindblowing good.
 
Those are from Killzone 3

I know, point of the KZ3 shots where to show how res is exposed and effects that dont look as dense with each particle clearly visible in several effects. They might even use more sprites that look like a collection of particles (for example sparks/embers) but it isn't individual particles, just a 'sheet' (something used in BFBC2 and other games to).
 
It would be hard to appreciate without looking at all the stuff in motion. Most people who don't have KZ2 only saw the corridor gameplay videos instead of the more open battles. KZ2 trailers usually focus on close ups to show the details.

I hope Guerilla Games don't forget what made KZ2 online great. It's hard to tell whether it's an SP game or an MP game sometimes (Looks too good to be true !). More importantly, it's the overloading of senses that made the game stand out (Environmental effects, lighting, explosions, bullets all in one nice package). It's a little like eating too much dessert. ^_^

MAG surpassed KZ2 in scale and war atmosphere. Hope KZ3 take it back.

That's why I was looking for more "impact" in the MAWLR scene. The mecha feels too far/removed from the fight, like in Resistance 2. In KZ2, I always felt like being out there in the field because of the dynamic lighting, environmental effects, and the enemies all around me. If I'm not close enough, I usually charged all the way and knocked them over at close range. You get to see cooler animations and death sequences clearer.

In KZ3, I expect no less.

EDIT:
This shot:
k3ppnk.gif


You'll see me out there instead of hiding behind something.
 
What makes them unbelievable.
It probably has something to do with the fact that no game from a developer outside of Sony's studios has even been able to approach KZ2, yet. To see KZ3 take the visual leap it has over KZ2 seems like something we probably wouldn't see this generation of consoles. That's what I get from it.
 
I know, point of the KZ3 shots where to show how res is exposed and effects that dont look as dense with each particle clearly visible in several effects.
I think its fine as long as it doesn't looks pixelated.
After playing the KZ3 beta I can easily say that there's a considerable amount of improvement in particle effects and density over Killzone 2, and that's already saying a lot considering Killzone 2 already had the most dense (even if quarter res) particle effects out of any console game I've seen this gen, the scene is almost always jam packed with smoke and dust and its never superficial stuff like filling the visor with pre-determined effects.
 
It probably has something to do with the fact that no game from a developer outside of Sony's studios has even been able to approach KZ2, yet. To see KZ3 take the visual leap it has over KZ2 seems like something we probably wouldn't see this generation of consoles. That's what I get from it.
Ambiguous hyperbole is not really constructive, you know?
 
I think its fine as long as it doesn't looks pixelated.
After playing the KZ3 beta I can easily say that there's a considerable amount of improvement in particle effects and density over Killzone 2, and that's already saying a lot considering Killzone 2 already had the most dense (even if quarter res) particle effects out of any console game I've seen this gen, the scene is almost always jam packed with smoke and dust and its never superficial stuff like filling the visor with pre-determined effects.

Yap, the particle effects are done up handsomely even in KZ2. I :love: how we often bathe in them in the game, plus the flare effects ! ^_^
 
If anything looking at those shots it's clear KZ2 with QAA did quite well in masking particle/PP res. It even looks as if particle effects where made up of more particels in KZ2 to give better volume.

http://www.play-mag.co.uk/wp-content/uploads/2010/12/1-098.jpg
http://www.play-mag.co.uk/wp-content/uploads/2010/12/1-041.jpg
http://www.play-mag.co.uk/wp-content/uploads/2010/12/1-066.jpg
http://www.play-mag.co.uk/wp-content/uploads/2010/12/1-223.jpg
.

Not so much really
http://strony.aster.pl/kakarotto/KZ222/1.jpg
http://strony.aster.pl/kakarotto/KZ222/2.jpg
http://strony.aster.pl/kakarotto/KZ222/3.jpg

And about polygons
http://i52.tinypic.com/k3ppnk.gif
You've got similar actions to those from gif in KZ2 but not with so many background action.
And did You saw ice level gameplay? Its definitely bigger that KZ 2 lever ever was, same with MP levels in beta. So yeah, there are more polygons in KZ 3.
 
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I hate grain filter.

I would like to see some KZ3 MP Beta vs. KZ3 Preview Code comparison. KZ3 MP beta hurt my eyes badly.

Which one is KZ3 Preview ? I thought there is only one KZ3 beta ? Haven't been tracking since I didn't get in.

I found the Thank You note GG sent to beta testers:
http://www.gamersmint.com/killzone-3-beta-feedbacks-implemented-by-guerrilla

Thank you, because we now have what we need. Actually, we have received so much feedback, suggestions and bugs, that the general discussion part of the forum has served its purpose and has been closed. There is enough info on there to make six Killzone games, not just one. We know what your opinions are; we know what you think should be altered or different altogether. And we know what we need to focus on to make Killzone 3 all it can be when it launches in February 2011!



We have already improved on a number of things that you listed. These are just a few:
• Matchmaking improvements – lots and ongoing
• Tactical Spawn Areas – functionality and additional TSA’s where needed
• Weapon damage, recoil and range
• Weapon distribution over careers
• Added Weapons
• Exo’s – count, health regeneration and damage
• Spawn camping
• Career Abilities (like Recon)
• HUD icons, readability, options
• Tweaked turrets, sentries and drones
• Running speed, stamina tweaks
• Player health
 
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