Resistance 2

Whooohooooo !!!!!!!! :D

It doesn't even look like its Resistance anymore ! ha Ha! Well executed cutscenes with DOF and all cinematic flair? Whoa ! is it even Insomniac!:devilish:
I like what I sees ! Insomniac has grown up and Resistance has matured with it ! The only thing lacking in Resistance has been fullfilled (except for the lighting tech)! I love you Insomniac :p !

Edit: Hale's lipsync shapes seem a little wierd though.
 
Looks like he's pouting. And those marines deserved to die. Any who'll stand in hail of gunfire firing blindly back without finding cover deserves everything they get!

Well, Hale was doing the same ! in fact I was thinking while watching that what kind of Hero would just stand like that in the middle of such heavy fire :???:!
No bullet can touch Nathan Hale :devilish: , he can get toppled by blasts though:rolleyes: :LOL: !
 
wow, were those cloaking chimeras? and the lighting and DOF are so good i find it hard to belive it's Resistance 2 i was watching! Patsu, what can you comment on the graphical similarities between this and the Beta?
 
The internal beta was a work-in-progress, and I didn't get to see any cutscenes. The public beta is next month. I was impressed by something else, but were struggling somewhat to keep up with the new gameplay. You can see for yourself when the time comes :)
 
Ted Price said that all cutscenes are rendered in the same engine, but rendered earlier and saved as a movie file on the disc. So, its the same engine, but lighting n all is upped and rendered and saved out as a movie file.
Kindof shows what the engine is capable of for the future, but in game will have lesser quality than this.
 
The internal beta was a work-in-progress, and I didn't get to see any cutscenes. The public beta is next month. I was impressed by something else, but were struggling somewhat to keep up with the new gameplay. You can see for yourself when the time comes :)
alrighty then, cheers.
 
Ted Price said that all cutscenes are rendered in the same engine, but rendered earlier and saved as a movie file on the disc. So, its the same engine, but lighting n all is upped and rendered and saved out as a movie file.

In other words: Cutscenes are pre-rendered in engine.

Kindof shows what the engine is capable of for the future, but in game will have lesser quality than this.

Nope, as we have no idea how effective the rendering methods used are, since they are pre-renders.

It doesn't mean anything at all, certainly no indication of where the engine is heading for the future as we dont know how much these lighting techniques etc that are applied costs. For all we know it could be rendered @ 1 fps.
 
Exactly What I said. It could be rendered at 1 fps, but the effects you see are the effects that have been implemented in the engine. Even if they are not optimised enough to be used, they exist in the engine.
 
Exactly What I said. It could be rendered at 1 fps, but the effects you see are the effects that have been implemented in the engine. Even if they are not optimised enough to be used, they exist in the engine.

So what?

Implementing effects when you dont have to care about performance isn't particularly hard.

Plenty of games that have "in-engine" prerendered cutscenes that uses techniques that are simply impossible to on current hardware in a game at a decent framerate.

It doesn't mean that the engine will utilize this tech in realtime in the future. (mostly because with new hardware we usually build new engine, and because we develop "smarter" rendering techniques all the time.

Again, it means nothing at all.
 
why cant insomniac just release a gameplay trailer of their latest build, releasing a cutscene albeit a very pretty one would just confuse more people and create more questions than answers.
 
Ted Price said that all cutscenes are rendered in the same engine, but rendered earlier and saved as a movie file on the disc. So, its the same engine, but lighting n all is upped and rendered and saved out as a movie file.
Kindof shows what the engine is capable of for the future, but in game will have lesser quality than this.
Do we know that they upped the quality and features for the FMV? Devs can choose to prerender stuff as from the game to cover up a loading delay. I haven't seen the clip in HD, and if there's zero aliasing then that would point to beyond-gameplay quality.
 
why cant insomniac just release a gameplay trailer of their latest build, releasing a cutscene albeit a very pretty one would just confuse more people and create more questions than answers.

Probably because they need to build the buzz all the way until release. May be because everyone is busy with
the project now. They worked on gameplay first. The visuals were still being integrated before and throughout the internal beta.

It's hard for me to gauge the visuals because I have only seen bits and pieces of the game (Haven't seen the water even). But I can tell you it has certainly improved "very noticeably" since I first saw it. And yes, it is a solid improvement over R1 technically. Color-choice and what not are subjective though, so I'll leave those out of the equation.

Jstevenson also mentioned that they have improved the audio and music. I didn't get to hear them during the private beta.



EDIT: Ok, Jstevenson has something to say about the MP graphics I saw: http://www.neogaf.com/forum/showpost.php?p=12859973&postcount=769

And to be fair, MP isn't going to look as good as SP does. It can't really when you have to deal with the much larger levels, number of models, and number of effects going off. That said, it still looks good... but not as mind-blowing as SP looks.
 
Please tell me I didn't just read a complain about these vids being "pre-rendered".

I hardly think something rendered using in game assets (models and textures) could be included as "pre-rendered" in the sense that we are used to. Honestly, the biggest different between the cutscenes and gameplay you'll see are things like Shadow clarity (the shadow maps are much higher res in those cut scenes) and effects like motion blur and DOF.

I have a VERY strong doubt that the lighting was enhanced at all for cutscenes, or that the models / textures are any different from their real time counter parts. Throw in some extra AA and you're good.

Really, my mind is blown by some of those comments.
 
I have a VERY strong doubt that the lighting was enhanced at all for cutscenes, or that the models / textures are any different from their real time counter parts. Throw in some extra AA and you're good.

Really, my mind is blown by some of those comments.

I've liked the in-game lighting a lot since they last showed the SP campaign at E3, but in this intro it's looking all kinds of awesome, and probably quite a bit beyond in-game. But who knows... :)

We should see SP gameplay with the final, or practically final, version of the engine next week in several media outlets, according to JStevenson at GAF.
 
Please tell me I didn't just read a complain about these vids being "pre-rendered".

I hardly think something rendered using in game assets (models and textures) could be included as "pre-rendered" in the sense that we are used to. Honestly, the biggest different between the cutscenes and gameplay you'll see are things like Shadow clarity (the shadow maps are much higher res in those cut scenes) and effects like motion blur and DOF.

I have a VERY strong doubt that the lighting was enhanced at all for cutscenes, or that the models / textures are any different from their real time counter parts. Throw in some extra AA and you're good.

Really, my mind is blown by some of those comments.

It actually is a big deal from various reasons. First, like a fellow forumer said (-bobobologna- ):

So what if they use in-game assets? I'm talking about real-time rendering. They can have as many characters/effects/sounds/physics simulations going on if they don't have to worry about how long it takes to render a frame. But for actual gameplay, there obviously is a limitation as to how much you can do in a single frame. I'm just skeptical that the cutscene was rendered real-time, not that the art assets used aren't the in-game art assets.

Second, a pre-rendered cutscene (because as long as it is a video file it is pre-rendered in the full sense of the word) will eliminate any kind of interaction (like zooms or camera/depth of field control ) and will make extra costumes or weapons or characters or any kind of character customisations completely usseless as they will not appear in the pre-rendered cutscenes.

Third, HD video files take huge amount of space, space that could be used for other things, space that is literally wasted.

The "excuse" they keep bringing up that they pre-render them only for loading purposes is pure BS and it is just a poor excuse for their lack of time/talent, or even worse - lack of interest, to optimise the cutscenes to run in realtime.
I don't think any sane person would give up all the benefits of the realtime rendered cutscenes for a few extra seconds worth of loading time. It is unconcievable.
 
It actually is a big deal from various reasons. First, like a fellow forumer said (-bobobologna- ):

So what if they use in-game assets? I'm talking about real-time rendering. They can have as many characters/effects/sounds/physics simulations going on if they don't have to worry about how long it takes to render a frame. But for actual gameplay, there obviously is a limitation as to how much you can do in a single frame. I'm just skeptical that the cutscene was rendered real-time, not that the art assets used aren't the in-game art assets.

Second, a pre-rendered cutscene (because as long as it is a video file it is pre-rendered in the full sense of the word) will eliminate any kind of interaction (like zooms or camera/depth of field control ) and will make extra costumes or weapons or characters or any kind of character customisations completely usseless as they will not appear in the pre-rendered cutscenes.

Third, HD video files take huge amount of space, space that could be used for other things, space that is literally wasted.

The "excuse" they keep bringing up that they pre-render them only for loading purposes is pure BS and it is just a poor excuse for their lack of time/talent, or even worse - lack of interest, to optimise the cutscenes to run in realtime.
I don't think any sane person would give up all the benefits of the realtime rendered cutscenes for a few extra seconds worth of loading time. It is unconcievable.

That first guy is saying he wouldn't be suprised if the game looked liked that...but might not have as much going on. Uh...I wonder if he's seen gameplay of R2...there's more stuff going on than most games out there. Even R1 had more enemies on screen than competitors.

HD movies take up space? Uh...and that's a problem how for PS3 games? They have a blu-ray - the reason they are using HD movies is because they have the LUXURY to do so.

And it's not bullshit to cover up loading times. Games that have no visible loading because of HD movie cutscenes - Uncharted and Heavenly Sword. Other games are so far behind these with regards to loading (including MGS4 which has PAINFUL LOADING) that they should look towards similar solutions.
 
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That first guy is saying he wouldn't be suprised if the game looked liked that...but might not have as much going on. Uh...I wonder if he's seen gameplay of R2...there's more stuff going on than most games out there. Even R1 had more enemies on screen than competitors.

HD movies take up space? Uh...and that's a problem how for PS3 games? They have a blu-ray - the reason they are using HD movies is because they have the LUXURY to do so.

And it's not bullshit to cover up loading times. Games that have no visible loading because of HD movie cutscenes - Uncharted and Heavenly Sword. Other games are so far behind these with regards to loading (including MGS4 which has PAINFUL LOADING) that they should look towards similar solutions.


You must be joking right ? Please tell me you do...
First, you misread the guys's post completely and second you are praising prerendered videos and bashing realtime ones ? Hello PS1 era...
So what if the loading times are longer in MGS4 ? The pay offs are immense, they are bigger than big, you can completely customise every single cutscene, it is great, it is high production value, it is high replay value. Not to mention the fact that you will never have more than 2 or 3 hours of high quality HD movie on a Blu Ray disc (and this without any space left for the other game's assets) while MGS4 has over 9 hours of uncompressed quality cutscenes at basically zero space cost (excluding the audio).

Long story short, i want to have extra costumes, extra weapons, completely customisable characters and i want all these to appear in the cutscenes. I don't want to play the game as a fat Drake and in the cutscenes to be a default Drake. It is lame and it is stupid and it smells like ps1 era. I want to zoom in in the cutscenes and i want to know that the devs put the bone into it and squeezed the last bit out of the hardware optimising the cutscenes to run in realtime.
 
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