SC: Chaos Theory for PS2 (first movie!)

The shaders look very nice indeed for PS2. I don't get this geo texture thing though. It looks to me like they're just modelling the bumps. Does anyone have an idea what they're doing?
 
Wow that's really quite impressive. Specifically the geo-texture technique, the water and the light refraction technique's as well, but it all looked good. Obviously they're really putting everything into the PS2 version of this game. I just hope the GC version doesn't get the shaft (as it has in past SC games).
 
After having seen the video, all i can say is, nice materials, but if we wanted nice materials we'd buy the Xbox version or the PC version.
Also nice water and refraction, i'm pretty sure they're both geometry based but i could be wrong, especially on the refraction. Water is obviously geometry based.
What i'm worried about is that everything still moves like a PS1 game. The one thing they should have improved on, is still there... oh well, i never bought any SC games, guess i won't be missing much.
 
Meh, empty office on one of the fastest internet connections in the UK and its doing about 200k/sec... go figure. Probably the firewall or smth. I once got a file from cnet.com at about 5MegaBYTES per sec... it was a 20 MB file, i didnt have time to take the screenshot, lol.
 
sytaylor said:
Meh, empty office on one of the fastest internet connections in the UK and its doing about 200k/sec... go figure. Probably the firewall or smth. I once got a file from cnet.com at about 5MegaBYTES per sec... it was a 20 MB file, i didnt have time to take the screenshot, lol.

Freak. i was doing 300KB, which for me is very fast.
 
london-boy said:
sytaylor said:
Meh, empty office on one of the fastest internet connections in the UK and its doing about 200k/sec... go figure. Probably the firewall or smth. I once got a file from cnet.com at about 5MegaBYTES per sec... it was a 20 MB file, i didnt have time to take the screenshot, lol.

Freak. i was doing 300KB, which for me is very fast.

hairy muff... the video looks impressive though. Nice to see what people can eek out of 5 year old hardware with a fixed platform.
 
Don't know what other PS2 devs on this board think about that movie..
My personal opinion is....that's al pretty basic stuff! C'mon..refraction mapping, water simulations, etc.....you saw this stuff in a lot of PS2 games
 
london-boy said:
sytaylor said:
Meh, empty office on one of the fastest internet connections in the UK and its doing about 200k/sec... go figure. Probably the firewall or smth. I once got a file from cnet.com at about 5MegaBYTES per sec... it was a 20 MB file, i didnt have time to take the screenshot, lol.

Freak. i was doing 300KB, which for me is very fast.

500KB/S 8)

Yeah, it looks pretty good, in general all versions will look just very good. :)
 
cybamerc said:
The shaders look very nice indeed for PS2. I don't get this geo texture thing though. It looks to me like they're just modelling the bumps. Does anyone have an idea what they're doing?

By the sounds of it they have made something similar (probably more specialized) to a software displacement mapping algorithm to replace the normal mapping found in the Xbox/PC versions. Probably putting the PS2 vector units to good use. And since when does the PS2 have shaders? :LOL:

gamespot said:
More importantly, a newly created technique, dubbed "geo texturing", has allowed Chaos Theory to mimic the normal-mapping on the Xbox by using a real-time 3D mesh that's textured on the fly. The end result is the same look as the Xbox's normal maps, done in real 3D, which doesn't tax the PS2 as much as traditional techniques would.

The GC version will very probably be shafted again if it is a port of the PS2 version as it may not have the programable vector crunching power to recalculate the surface meshes. The would be better off replicating the bump-mapping in the Xbox version for it, but I doubt that they will.
 
The environment looks nice now but Sam Fisher himself looks so so. It doens't have the detail the Xbox and pc version has. Like the rain that gives the suit a very real "wet" effect.
 
nAo said:
Don't know what other PS2 devs on this board think about that movie..My personal opinion is....that's al pretty basic stuff! C'mon..refraction mapping, water simulations, etc.....you saw this stuff in a lot of PS2 games
Yeah I agree, the rest is basic stuff that's been around since early PS2 days.
The interesting part seemed to be their ground/wall material shaders. Specular looks pixel accurate in the video, and so is the whatevertheydecidedtocallittoday paralax normal mapping lookalike.

Granted I can't really tell 100% if the latter is precisely that(especially with the video quality as it is), but the way he described the cost I assumed as much - dot3 with paralax would cost you around 5 polygon passes, which is reasonably cheaper then tens of thousand polys alternative he proposed.

Bohdy said:
And since when does the PS2 have shaders?
That depends on your definition of the word. If you define it as Microsoft(tm) term, then obviously it can't have them, even if it had a directx card in there. ;)
As far as I'm concerned though,(and plenty of other devs use this terminology as well) shaders are just (sub)programs somewhere between scene graph traversal and rasterization, customizing the rendering output in some manner or another.
 
One word, HOW?!
If this really is what we think it is, then it must qualify as one of the most impressive accomplishments ever in console programming. DOT3 I can understand how can be done, but parallax texturing?!!
 
Berserk, how did you find this video?? I can't seem to find a link on the splintercell3 website. Any other videos? :D
 
Fafalada:

> ... and so is the whatevertheydecidedtocallittoday paralax normal
> mapping lookalike.

I don't think it's parallax mapping. Look at the silhouette of the bamboo wall. The floor tiles are clearly also fully modelled.

It's also interesting to note that the swinging light doesn't affect the lighting on the surrounding surfaces.
 
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