He's pointing out towards the shadows created by the muzzle flash.
That's some crazy improvement indeed. Also the textures are 4 times better than Killzone 2.
http://translate.google.pt/translat...-poder-playstation-3&sl=pt&tl=en&hl=&ie=UTF-8
This is the best I can do for you (courtesy of Shin-Ra). It's a the KZ2 version of Blood Gracht vs the remake in KZ3.
http://forum.blu-ray.com/4338517-post1538.html
4 times better? Really? Come on guys...
If all these things are true, boy Guerrilla really did a shitty job with Killzone 2...
Besides, 3x the polygons and 4X the textures would show a huge immediate, near generational difference, and while KZ3 probably looks better than KZ2, it's nothing that just screams at you.
It looks like KZ3 bullshots vs KZ2 real shots, but dont worry about it.
Each one of them shows almost a generation of improvement in the poly count and texture department. .
Come on now, it's really not that hard to see the difference, assuming you've played kz2 of course.um what?
Come on now, it's really not that hard to see the difference, assuming you've played kz2 of course.
shows almost a generation of improvement
4 times better? Really? Come on guys...
If all these things are true, boy Guerrilla really did a shitty job with Killzone 2...
Besides, 3x the polygons and 4X the textures would show a huge immediate, near generational difference, and while KZ3 probably looks better than KZ2, it's nothing that just screams at you.
It looks like KZ3 bullshots vs KZ2 real shots, but dont worry about it.
He's pointing out towards the shadows created by the muzzle flash.
http://www.tothegame.com/ps3-10398-killzone-3-for-sony-playstation-3.htmlRaising the bar graphically by incorporating texture and mesh streaming throughout the game
I wonder if they moved the direct lighting to SPUs like Naughty dog did with U2..DF had an article saying GG judge by spare cycles, and there was lots left.
http://www.eurogamer.net/articles/digitalfoundry-killzone-3-tech-analysis
um what?
...4X the textures would show a huge immediate...
Thought the same. Seems people dont know what polygons actually are and how relatively little you need of it to make a 'Fallout urban esque design' in a game. Textures do look cripser and better by quite a bit but a generational leap would mean exntesive use of ~1024x1024-2048x2048 textures. It sure isn't.
Also shots are 4000x2250 res in size. Might have been looking at some downscaled ones.
I think he is free to have his opinion without to try to pass him how completely incompetent no? It's just question of perspective imho.
You mean those tris and quads that make out the geometry in a game? But really, the object density in these shots are very impressive, a post apocalypse game like fallout 3 doesn't come any where near it.Thought the same. Seems people dont know what polygons actually are and how relatively little you need of it to make a 'Fallout urban esque design' in a game. Textures do look cripser and better by quite a bit but a generational leap would mean exntesive use of ~1024x1024-2048x2048 textures. It sure isn't.
Also shots are 4000x2250 res in size. Might have been looking at some downscaled ones.
You mean those tris and quads that make out the geometry in a game? But really, the object density in these shots are very impressive, a post apocalypse game like fallout 3 doesn't come any where near it.
I agree. It's rather geometric; if you did a poly count I'm doubting that it would be any higher than the average in other games. It's perceived as being detailed, though, which is really what matters in the long runIt's much about art giving the impression of density coupled with well done design. If you look at the shots you posted at fullres you can clearly see geometry edges and how few are needed to make shapes and plants being sprites/textures etc.
Also looking at those shots Fallout 3 object density/scene geoemtry complexity aint that far away compared to those shots minus vegetation and in urban environment. I actually think I got some shots of F3 of urban environment and in wireframe to to see how it's built up.