Headshot81
Newcomer
Just finished the SP demo. Im impressed with the gameplay, feels smoother to navigate around the map, the action just has a great flow to it. And talking about the map, the level is huge!!!!!
It doesn't say anything about quadrupled texture res.It's paraphrased from a KZ3 presentation:
http://forum.beyond3d.com/showpost.php?p=1519378&postcount=1454
They don't have to be fully used in 3D mode though.
It doesn't say anything about quadrupled texture res.
Also, if they can bump up the polygonal detail and draw distance so much, then shouldn't they have had plenty of power left to go beyond 720p30 in Killzone 2? This sounds very fishy to me.
It doesn't say anything about quadrupled texture res.
Also, if they can bump up the polygonal detail and draw distance so much, then shouldn't they have had plenty of power left to go beyond 720p30 in Killzone 2? This sounds very fishy to me.
It doesn't say anything about quadrupled texture res.
"Also, if they can bump up the polygonal detail and draw distance so much, then shouldn't they have had plenty of power left to go beyond 720p30 in Killzone 2? This sounds very fishy to me."
Two year old technology is different to what they are only able to do now. Bit obvious really. That's like saying why wasn't UC1 as technically proficient as UC2.
The 4x texture claim is here:
http://forum.beyond3d.com/showpost.php?p=1519681&postcount=1469
It seems that there was a private GG presentation. All we got were paraphrased claims by the attendees.
There was a brief debate on the claims, but without further info from the devs themselves, it's hard to tell what exactly was conveyed. GG did say they found 50% more computing resources after KZ2 in a few interviews.
Streaming won't help in a single scene, because you can't stream while actually rendering a frame. You can only load textures that are beyond the next corner and not currently visible. In FPS/TPS games you also have to consider that the player can do a 180 degree turn at any time, so you can't rely on only grabbing those textures when needed, either.
Better streaming means more variety during a level, but it won't automatically get you 4x the texture resolution.
Everybody seems to link to 'Nowgamer' site as source and 'Nowgamer' nor others link to a video or transcript from presentation at London.
Edit: Pics from review code posted today.
http://www.play-mag.co.uk/general/killzone-3-720p-screenshot-blow-out-2/
For 3x geometry comment this one comes out as really odd considering FOV.
http://www.play-mag.co.uk/wp-content/uploads/2011/02/KZ3-025.jpg
heh, nice analogy.Fake HDR is like a fake orgasm, if done right, it's just as good as the real thing as long as you don't know, and the masses won't know.
the thing is HDR is very overrated cause of (*), now whats the game that gets a lot/the most prasie from HDR in these forums?heh, nice analogy.
although these are super sampled shots, I'm sure the real version will at lease have similar lighting..but are they faking HDR Lighting here?
http://images.gamersyde.com/image_killzone_3-14629-2035_0002.jpg
and this shot just looks amazing....those sparks and fire effects
http://images.gamersyde.com/image_killzone_3-14629-2035_0001.jpg
The buildings in the background are spritesEverybody seems to link to 'Nowgamer' site as source and 'Nowgamer' nor others link to a video or transcript from presentation at London.
Edit: Pics from review code posted today.
http://www.play-mag.co.uk/general/killzone-3-720p-screenshot-blow-out-2/
For 3x geometry comment this one comes out as really odd considering FOV.
http://www.play-mag.co.uk/wp-content/uploads/2011/02/KZ3-025.jpg
No.I heard that HDR was still in KZ2 engine in 2007, is that true?
http://www.gametrailers.com/video/e3-2007-killzone-2/21504?type=flv
No.
Light accumlation buffer was standard RGB8 buffer.