[PS3] Killzone 3

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Man, Guerilla games sure know how to build atmosphere. The kind of sites you don't see everyday. Kz3 is taking more of an artistic approach, in contrast to kz2, I'm loving it a whole lot more. You can practically taste the dead dry debris, speechless.......... (oh,how do I spoiler the image?)
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Wow! Stunning.......Seems to be THE technical tour de force mid cycle. Really like how GG appear to have kept alot of the levels out of the public eye, save a few little references here and there.
 
That lens flare is clamped at something like 150 intensity out of 255, is there really nothing they can do about that?
 
Man, Guerilla games sure know how to build atmosphere. The kind of sites you don't see everyday. Kz3 is taking more of an artistic approach, in contrast to kz2, I'm loving it a whole lot more. You can practically taste the dead dry debris, speechless.......... (oh,how do I spoiler the image?)
002uvk.jpg

Holy shit o_0
Where did You get this from?
 
I wouldn't really call that integration. It's pretty much a Killzone skin for Home and a mini-game. Home is still basically balls.

^_^ It's an integration of user experience and marketing. As the guy said, this is only a start of the so-called Total Game Integration. The first party games should lead the way.

You get special codes to unlock in-game KZ3 items based on your Home mini-game performance. The reverse should be possible also since KZ3 has a companion webservice/website (like SingStar and LBP2). I believe it's done for some games. With in-game stats, Home should be able to support user-organized activities (with prizes) in Home even without game launching integration. Right now, people have virtual party and run weekly game launching events. But they can't do anything about your performance in the game yet.

There is also the JiveSpace webservices on playstation.com. It should facilitate us to find like-minded gamers. The Home ARG game, Xi, also sent us to external websites for our quests.

If they start awarding interactive trophies in Home, it would be even more fun to mix around in Home.

EDIT:
Yeah wheres is the ability to watch movies with my friends:devilish:

You can watch TV pilots/episodes and community videocasts in the theaters and the entertainment system in the yacht.

This kind of group viewing may be more meaningful for some media only though (e.g., press conference live cast).
 
Now that looks sweet. It's only, like, two weeks away now till it's released. Can't wait to see the impact that has when in running of the 60" demo screen they have in my local game store.

They had queues for GoW3 and GT5, it looked like some kind of religious shrine the way people were gathered round lol!
 
Man, Guerilla games sure know how to build atmosphere. The kind of sites you don't see everyday. Kz3 is taking more of an artistic approach, in contrast to kz2, I'm loving it a whole lot more. You can practically taste the dead dry debris, speechless.......... (oh,how do I spoiler the image?)
002uvk.jpg

Wow, just wow...I'm speechless!
 
I love the smoke (or whatever that is in the background; it's so washed out it's hard to tell) but other than that it looks alright.
 
I love the smoke (or whatever that is in the background; it's so washed out it's hard to tell) but other than that it looks alright.

The smoke sure looks great for the backdrop though it's in motion it will need to show if it is really good. Besides that I find that shot to look quite awfull. Now ofcourse it's a static shot but the godray beam look awfully fake being split into rays by what seems nothing and not lined up to sun so probably handplaced but they do look out of place in that pic.
Textures and whole image looks washed out like moire present and intensity range greatly clamped. Like a LED TV dying. The lit ground also looks strange having the flat surface being "pearl white" yet rocks and debris ontop of it is not lit at all like if light is clipping or only affecting flat ground. Weapon though looks damn good except hands but weapon in itself is as good as in KZ2 and that was ace. But that image all in all, quite average.

Sorry if I hurt someones feelings but I did explain my point.
 
Its probably screengrab from video and its only 100kb, so it has to be washed out. We know, that KZ 3 isnt washed out from tons of other materials. And godrays could be faked, like in previous game, but still the sense of scale is plain awesome.
 
Yeah, the setting here is creating a really dusty atmosphere where the sun light is struggling to break out that heavy smoke cloud. In motion things could be drastically different as you catch a glimpse of bright sun beam here and there. The picture is also highly compressed like what 150k? The huge scale coupled with this much detail is simply jaw dropping regardless.
 
I'd say the smoke is blocking the sun which was the 1st thing that struck me about why its looks so good..............Would make a tremendous gif if the smoke was to swirl away from the sun and the contrast adjusted accordingly.
 
That lens flare is clamped at something like 150 intensity out of 255, is there really nothing they can do about that?

The sun as well as the ground's bright part are severely clamped ! Wonder whats going on here? Is it a problem of the image or the game itself ! It almost feels like underwater here.

Also, reminds me of my old pangs about the absent HDR :cry: ! HDR was present even in the very first reveal of KZ2 in E3 2007, but was removed for the final game. Everyone was hoping it would be up and running well for KZ3 atleast. But its missing :( ! HDR can make this game unbelievably good.

Also, I remember, when KZ2 had gone gold, one of the devs told that they had realtime radiosity up and running in the engine too but it was too late and unoptimized to be included in KZ2! That had our hopes up for the future of the engine.

It seems all that was dropped for the sake of incorporating 3D into the game ! Well, thats what I think, otherwise I can't understand why so much of awesome tech never got implemented in KZ3.

Add to that Muzzle flash shadows seem to be absent from MP now !

I know, we got bigger levels, better textures and MLAA over KZ2, but I still think HDR and SSAO should have been the priorities over them.
 
I'd say the smoke is blocking the sun which was the 1st thing that struck me about why its looks so good..............Would make a tremendous gif if the smoke was to swirl away from the sun and the contrast adjusted accordingly.

It's a math error, associated with LDR rendering. Definitely not good looking.
 
I can hardly wait for direct feed videos from this MP beta! The images should bring a LOT more activity to this thread. The technical importance of ALL other features can be given lower priorities, in KZ3, based on only one or two better techniques (lighting and SSAO) used in other console games. It should be fun! ;)
 
The sun as well as the ground's bright part are severely clamped ! Wonder whats going on here? Is it a problem of the image or the game itself ! It almost feels like underwater here.

Also, reminds me of my old pangs about the absent HDR :cry: ! HDR was present even in the very first reveal of KZ2 in E3 2007, but was removed for the final game. Everyone was hoping it would be up and running well for KZ3 atleast. But its missing :( ! HDR can make this game unbelievably good.

Also, I remember, when KZ2 had gone gold, one of the devs told that they had realtime radiosity up and running in the engine too but it was too late and unoptimized to be included in KZ2! That had our hopes up for the future of the engine.

It seems all that was dropped for the sake of incorporating 3D into the game ! Well, thats what I think, otherwise I can't understand why so much of awesome tech never got implemented in KZ3.

Add to that Muzzle flash shadows seem to be absent from MP now !

I know, we got bigger levels, better textures and MLAA over KZ2, but I still think HDR and SSAO should have been the priorities over them.
I can understand why HDR was left out; it's a pretty big performance hitter and can be masked relatively easily with proper visual design and post-processing. There's so many scenarios where LDR just doesn't cut it, though.
 
It's a math error, associated with LDR rendering. Definitely not good looking.

Yes, seems so ! Also, I noticed all gameplay vids of KZ3 and GG has put a vignette effect on the screen at all times making things on the edges darker than the centre. Sun, here in the new shot we are discussing, is near the edge. So, it is getting darkened due to that too. It is getting clamped due to the vignette too.
The ground at the centre of the image is not being affected by the vignette but is still very clamped.

The Sun, OTOH, is getting clamped due to what you say and on top of that due to the vignette. Double dose of darkness ;) !
so2350.jpg

Here you can see the vignette everywhere. its in all recent videos, even the gameplay of Iwaggle. So, I am guessing its a permanent feature now.

Look here in this pic. The vignette is there, but the bright light is not affected by it and I checked in Photoshop, its 255, 255, 255 !
2rlylqr.jpg


I am not the kind who is trying to prove something here. obviously, Laa-Yosh, you know better than me. So, if it is an LDR issue, it ain't affecting the light source here, though the ground in the new pic we are discussing is surely clamped !

Maybe, its the CC they are applying for that level..........add to that the pic is pretty low quality there. Sun is definitely in the vignette there, but the ground is an issue. But the MAWLER pic here shows that the game is output-ing 255,255,255 without clamping it.

What say ?

Edit: also, we have to keep in mind that the sun is usually always dull in their concept art too. Maybe its not really a LDR limitation, but a choice. Technically abled would know better than me, cos that clamped ground does look weird.
 
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