[PS3] Killzone 3

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I've been looking at the latest videos, but so far no evidence for SSAO, only contact shadows for the feet. When the soldiers drop dead there's no AO whatsoever. The best way to find SSAO (and confirm it is AO and not just a shadow) is to look at dynamic objects close to shadowed surfaces that aren't directly lit.

The player's weapon would produce AO when close to a wall (like when he's in cover) but it doesn't happen here.

Thats not a good indication, Ratchet All 4 One also use SSAO, confirmed by insomnaics, and if you watch the pax walkthrough, a lot of interective objects don't have any AO shadows. I thought everything was pre baked until the dev confirmed SSAO in the game. And the guns closing up to a wall is also not a way to check for AO. MW2 with nVidia force SSAO don't have any AO shadows pop up when you are close to a wall (sometime, rarely you see a few dots). HL2 even turn off AO entirely depends on the environments (outdoor, indoor, day time and night time).
 
Thats not a good indication, Ratchet All 4 One also use SSAO, confirmed by insomnaics, and if you watch the pax walkthrough, a lot of interective objects don't have any AO shadows. I thought everything was pre baked until the dev confirmed SSAO in the game. And the guns closing up to a wall is also not a way to check for AO. MW2 with nVidia force SSAO don't have any AO shadows pop up when you are close to a wall (sometime, rarely you see a few dots). HL2 even turn off AO entirely depends on the environments (outdoor, indoor, day time and night time).
Maybe forcing it on games that don't support it natively interferes. The method I described works perfectly with games that natively support SSAO, like Uncharted 2,Crysis and Gears of War 3. In the Ratchet walkthrough there was not even a hint of SSAO, maybe the video was done before it was implemented.

Here's an example of what I say:

With direct light (with shadows disabled so it can be seen more clearly):

http://i3.photobucket.com/albums/y83/radicalnsx/ssao_dl_2_off.jpg
http://i3.photobucket.com/albums/y83/radicalnsx/ssao_dl_2_on.jpg

With ambient light:

http://i3.photobucket.com/albums/y83/radicalnsx/ssao_il_2_off.jpg
http://i3.photobucket.com/albums/y83/radicalnsx/ssao_il_2_on.jpg

The snow level is the perfect area to look for SSAO since all the white and light surfaces provide a nice contrast to see the "indirect shadows". But for what I've seen there's no SSAO there.

SSAO is not a difficult effect to see. If the game supported it we would've known since the first videos were released (as was the case with Uncharted 2 and GeoW3).
 
Can anybody confirm if the muzzle flash shadows are still in? I couldn't notice them anywhere uptill now !
They seem to be in but not all the objects in the environment cast shadows. This is specially notable in the snow level where you can see the muzzleflash lights from enemies behind cover going through the crates.
 
They seem to be in but not all the objects in the environment cast shadows. This is specially notable in the snow level where you can see the muzzleflash lights from enemies behind cover going through the crates.

You're talking about the beta or what? Maybe it's for the shadows casted by the enemy gun only, player gun casted shadows for everything besides some alphas in KZ2, same for jetpack gun in KZ3 beta :)
 
Maybe forcing it on games that don't support it natively interferes. The method I described works perfectly with games that natively support SSAO, like Uncharted 2,Crysis and Gears of War 3. In the Ratchet walkthrough there was not even a hint of SSAO, maybe the video was done before it was implemented.

The snow level is the perfect area to look for SSAO since all the white and light surfaces provide a nice contrast to see the "indirect shadows". But for what I've seen there's no SSAO there.

SSAO is not a difficult effect to see. If the game supported it we would've known since the first videos were released (as was the case with Uncharted 2 and GeoW3).

I think it has something to do with the implementation, or the game itself. Forced AO in mirror's edge does pop up when you get close to a wall, but not in MW2. HL2 EP2 some AO through the entire game, but HL2 seems to turn off in any outdoor day time levels (maybe a glitch). Bad Company 2 have native HBAO support, it doesnt show any AO on your gun when you run up close to a wall, but it does when other chacters are close to the wall. Just because Crysis or other games do that doesnt meant KZ3 or every others will show up the same. I do agree that the recent gamespot preview for the Artic levels didnt seems to have any which it did for the early PR bull shots. The new screen shots show some here and there assuming they are legit not bull shots, I think we probably need confirmation from GG to know for sure, just like Ratchet.
 
@Scofield

Maybe they have some kind of SSAO for characters and no or baked AO for static environment. Also the image posted here is from cutscene, is cutscene and ingame play equal in graphic features becouse in KZ2 it was not.

How about the weapon on the wall?
http://www.play-mag.co.uk/wp-content/uploads/2010/12/1-0711.jpg

Character.
http://www.play-mag.co.uk/wp-content/uploads/2010/12/1-1472.jpg
http://www.play-mag.co.uk/wp-content/uploads/2010/12/1-1452.jpg

Hand.
http://www.play-mag.co.uk/wp-content/uploads/2010/12/1-1531.jpg

Dead body?
http://www.play-mag.co.uk/wp-content/uploads/2010/12/1-0491.jpg
http://www.play-mag.co.uk/wp-content/uploads/2010/12/1-0531.jpg
http://www.play-mag.co.uk/wp-content/uploads/2010/12/1-0521.jpg
 
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You're talking about the beta or what? Maybe it's for the shadows casted by the enemy gun only, player gun casted shadows for everything besides some alphas in KZ2, same for jetpack gun in KZ3 beta :)
You said it, in KZ2. You can see what I said in the latest snow level footage.

http://www.youtube.com/watch?v=geq9NNGCasY&hd=1

@1:28, 3:33, 4:52 (no muzzleflash shadow for your partner), There are more instances but these are good examples. Perhaps there's a limit as to how many shadow casting lights you can show on screen at once. After all, deferred rendering, AFAIK, doesn't help with shadow performance.

The video also shows contact shadows for the feet of characters, but no SSAO.

Characters and environments seem to have AO baked to textures. No sign of SSAO in those shots.
 

They tweaked the gameplay some more. In this preview, the bullet paths are more distinct to help identify where the enemies are. I don't remember them in KZ2.

The demoer commented that KZ3 is not an easy game. Unfortunately the relatively open-space walkthrough looks pretty standard, not like the KZ2 warehouse scene where the AI can hide and path find to you in more ways. Hope every play through is different here.

Also the platforming scene in the snow looks good. Need to compare it with U2's snow scenes. It will do more work because of 3D (or split screen), but in regular 2D mode, I wonder if they have time to refine the visuals more.

EDIT: Just realized the intermittent micro-loading in KZ2 is absent from the walkthrough, which is great news.
 
Story Trailer [really epic]
http://www.viddler.com/explore/sceablog/videos/1522/

and a little lower quality yt link
http://www.youtube.com/watch?v=P5ORTIHfBWQ&hd=1

Ps. Nice to see non bullshot quality cut-scenes.

WoW ! What an improvement in the trailer dept. This one is really really nice ! Did they hire new guys in the cinematics dept? Love you GG ! Go conquer the world :cool: !

....and nice music. Seems like this time the story will be worth it.:p

Official PS Blog details about the trailer !
 
Tanx for the high res link. This new trailer is really made buying KZ3 irresistible !
Man, it has me stoked :D!
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