Re-visiting Killzone 2 trailer 2011

gongo

Regular
http://www.youtube.com/watch?v=Ko9xC6TMdiw

killzone.jpg


saw this at neogaf forums...and it brings back memories...not the Cell anguish krap...but to analyze how far realtime fidelity have come 6 years later (/feels old)....the studios that made the CG claims a realtime version can be achieved right about now..

There are three things that stand out for me...the first obviously the extremely full polygons, unable to spot angular triangulars.....i guess this is the only part where hardware of even next gen will struggle with...considering minimal form of tessellation stalls most gpu now.

The next is the explosions...somehow you have the smooth volumetric smoke with sharp but subtle motion blurring...which makes brings me to point three...there is a lack of heavy handed post processing effects and bloom....i really like to ask why? Why are we still exposed to searing bloom? Some how the subtle lighting in CG looks far more aesthetically pleasing then what we play...is this a hardware limitation or developers unrestrained use of effects?

Well there is a fourth which i think is more of a streaming limitations....Jaggies are less a problem now (1080p + 2xAA) but recent games like TW2 and Crysis2 still have pop-ups, texture aliasing and shadow artifacts.. very jarring, will they go away next gen? :(
 
We've gotten a whole lot closer through games like Killzone, Crysis 2, and BF3 than I ever thought we would.

I still think about that trailer quite often. For example, the first BF3 footage was a natural place for it to come to mind.
 
Well, jaggies could have very well been eliminated this gen, it's just that developers have chosen to trade AA for more graphical effects. Will be the same next gen most-likely.

About particles, one thing I liked in the trailer was the shadows casted by the smoke and we're finally get in that in realtime in BF3 :D
 
instead of same level of graphics, i would prefer the same pace, the same non stop action, and same animation as seen in this trailer, that would be awesome.
 
Yeah, me too. But I'd like it to be a freely dynamic scenario, no scripting.

Exactly that! It wasnt just the graphics. It was the whole scene. The stuff going on. They felt so alive. The supposed natural interactivity and natural occurrences are what made people go "WHOAH"
NPC's (fakely) interacted naturally with you and between them. The whole scene looked so "variable".
 
I was thinking about something similar to this the other day. Remember that Alfred Molina presentation they did at the press conference? The loading screens used for scene transitions in Heavy Rain, which show close-ups of the character models, look better than the demo they showed back in '05.

It does eventually happen, but I've noticed it takes a while before the in-game presentations start to surpass the tech demos.

Well, jaggies could have very well been eliminated this gen, it's just that developers have chosen to trade AA for more graphical effects.
There's a thread around here somewhere on something similar, that developers have chosen to do away with some of the fancier, if more subtle, graphical effects (like POM) in favor of a flashier overall presentation.
 
There's a thread around here somewhere on something similar, that developers have chosen to do away with some of the fancier, if more subtle, graphical effects (like POM) in favor of a flashier overall presentation.

Sure it's ultimately up to the developer what the goals are but when the competition is sacrificing to be prettier you can worry about IQ and framerate or go toe to toe.
 
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