Screen grab of the nextgen Madden football.

Good AA is one thing..64 stochastic samples are another thing.. ;)
Moreover temporal AA can't be 'observed' in a screenshot.
 
so obviously you have no idea how flexible UE3 is then?

I think you' re wrong about that ,in fact i practised it since version1.0 beta docs.And i still think it would be stoopid to use UE3 engine to make a football game.And not only for 'overkill' reasons. :rolleyes:
 
_phil_ said:
so obviously you have no idea how flexible UE3 is then?

I think you' re wrong about that ,in fact i practised it since version1.0 beta docs.And i still think it would be stoopid to use UE3 engine to make a football game.And not only for 'overkill' reasons. :rolleyes:

Sorry Phillip,

EDIT: Can you develope on your comment. Are you telling me you have developed games on UE1 and thats why UE3 would be stupid. Or are you saying, you develope on some version of an original UE3? Will not most of the next gen middleware / Engines / dev suits encompass most forms of ehat UE3 offer, I assume that whatever EA develope with have mostly the equivalant tools to what UE3 would offer, so it doesnt seem that silly you could / would make any game based on any engine?

Though I do understand EA wont be using UE3, as they have their own solution.
 
Using UE3 for a football game would be about just like using doom3engine for a car racing game.

Funnily enough there was a UT1 mod that turned it into a action football game, arena and all, I'm not trying to debunk your theory I just though ou would like to know, for novelty sake.
 
nAo said:
Good AA is one thing..64 stochastic samples are another thing.. ;)
Moreover temporal AA can't be 'observed' in a screenshot.
i was talking about the system in general not the screen shot :)
 
So uh, are they using Sub-D's here??? If this is "ingame", which it is, the bars on the facemask look too smooth to be made up of just normal quads or tris, I would imagine that with the new technology in the X360, Sub-d's are a reallity now. Also, it would explain the extreme detail, sub-d's can LOD much easier than polys and you dont have to model multiple models to do it. This is perfect if the system can do it quickly on the fly.

So, is there anyone here that works as a developer on a X360 game? Are entire environments out of Sub-D's possible now? If so, then the angled worlds we are used to today are gone for good! :D
 
KidNiki said:
So uh, are they using Sub-D's here??? If this is "ingame", which it is, the bars on the facemask look too smooth to be made up of just normal quads or tris, I would imagine that with the new technology in the X360, Sub-d's are a reallity now. Also, it would explain the extreme detail, sub-d's can LOD much easier than polys and you dont have to model multiple models to do it. This is perfect if the system can do it quickly on the fly.

So, is there anyone here that works as a developer on a X360 game? Are entire environments out of Sub-D's possible now? If so, then the angled worlds we are used to today are gone for good! :D


Errr... Mate, no.
 
london-boy said:
KidNiki said:
So uh, are they using Sub-D's here??? If this is "ingame", which it is, the bars on the facemask look too smooth to be made up of just normal quads or tris, I would imagine that with the new technology in the X360, Sub-d's are a reallity now. Also, it would explain the extreme detail, sub-d's can LOD much easier than polys and you dont have to model multiple models to do it. This is perfect if the system can do it quickly on the fly.

So, is there anyone here that works as a developer on a X360 game? Are entire environments out of Sub-D's possible now? If so, then the angled worlds we are used to today are gone for good! :D


Errr... Mate, no.


Then please elaborate on how they are getting the mask as smooth as it is, is that some sort of texture map and lighting trick? It looks too smooth, and that would be a toal waste of polygons!
 
KidNiki said:
I said:
Errr... Mate, no.


Then please elaborate on how they are getting the mask as smooth as it is, is that some sort of texture map and lighting trick? It looks too smooth, and that would be a toal waste of polygons!

Well, there are a lot of people around here thinking the screen might be a fake for a few reasons in fact ;)

Could be anything really, but my no was directed to your question about having whole worlds made up of subdivision surfaces. Not gonna happen.

Could be nurbs, could be a lot of polygons. In the end even nurbs would be rendered to screen as polygons, so in the end it's all the same soup.
Could even be virtual displacement maps for all we know.

Or it could just be FAKEHH!!! :devilish:
 
london-boy said:
nAo said:
Sorry if I'm going to repeat myself but..
In the shot we have seen so far AA is PERFECT (imho), it can't be a realtime shot!
Unless next generation consoles are far better in AA than current hw..

Well, pretty much every PR shot even for this generation of games had perfect AA, but the shots were still "realtime"... Just with ridiculous amounts of AA applied to them.

The only doctored-shot controversy I recall in this generation was for that Amped screenshot, which was widely believed to have been Photoshopped.

Were there others that were spotted and admitted to by publishers? Or did they just make it a wide practice?
 
london-boy said:
KidNiki said:
I said:
Errr... Mate, no.


Then please elaborate on how they are getting the mask as smooth as it is, is that some sort of texture map and lighting trick? It looks too smooth, and that would be a toal waste of polygons!

Well, there are a lot of people around here thinking the screen might be a fake for a few reasons in fact ;)

Could be anything really, but my no was directed to your question about having whole worlds made up of subdivision surfaces. Not gonna happen.

Could be nurbs, could be a lot of polygons. In the end even nurbs would be rendered to screen as polygons, so in the end it's all the same soup.
Could even be virtual displacement maps for all we know.

Or it could just be FAKEHH!!! :devilish:

Well, Sub-D's would make more sense than Nurbs(to cluncky and difficult to animate), and of course they are all rendered as polys in the end, but Sub-D's I thought were much easier to calculate than NURBS, and they work hand in hand with polygon rendering since they are calculated off of polygon surfaces to begin with. i think these new models are Sub-D based, they just look like it too much and like I said before "LOD" with Sub_d's is a HUGE benefit!
 
I have to put this topic in perspective. Lets look at some screenshots from Madden 2001 (On the PS1) compared to Madden 2001 on the PS2. This is the same year of football, just some people played the next-gen verison earlier than others. For people who don't know Madden 2001 was a 1st Gen game on the PS2.

Madden 2001 on the PS1
madden2001_b6.jpg

madden2001_b11.jpg


Compared the two Redskin players. Check out the vast difference between the two of them visually.

Madden 2001 on the PS2
madden2001skins_12.jpg

madden2001rookies_1.jpg

________
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Also in this interview with Climax over at the Adrenaline Vault, they say taht their newest engine, Blimey 2 suports both Bezier Patchs and Sub-D's. Patches are ok for generating terrain but suck for animating, I would bet these models in this new madden game and other games are all Sub-D's. Amazing just to think that Gerri came out just a few years ago and we are already using them in games.
 
wco81 said:
The only doctored-shot controversy I recall in this generation was for that Amped screenshot, which was widely believed to have been Photoshopped.

Were there others that were spotted and admitted to by publishers? Or did they just make it a wide practice?

Yes all the press photos are doctored, they don't show jaggies and often they are very high resolution, thus looking much better than the actual game.
 
The new screens look good, but seeing as I'm not American I couldn't care less about Madden :?
It gives us a good idea of what to expect from next-gen, but I'm still waiting to see a proper football game like Pro Evo or FIFA on Xbox2.
 
wco81 said:
london-boy said:
nAo said:
Sorry if I'm going to repeat myself but..
In the shot we have seen so far AA is PERFECT (imho), it can't be a realtime shot!
Unless next generation consoles are far better in AA than current hw..

Well, pretty much every PR shot even for this generation of games had perfect AA, but the shots were still "realtime"... Just with ridiculous amounts of AA applied to them.

The only doctored-shot controversy I recall in this generation was for that Amped screenshot, which was widely believed to have been Photoshopped.

Were there others that were spotted and admitted to by publishers? Or did they just make it a wide practice?

Every image released which looks super smooth can be called "doctored". GT4 comes to mind, all the DOA3 shots before release. This generation set a trend. Almost all the "realtime" shots were later smoothed out with insane amounts of AA. that's what i mean.
 
Funnily enough there was a UT1 mod that turned it into a action football game, arena and all, I'm not trying to debunk your theory I just though ou would like to know, for novelty sake.

Yes,i know ,but no-way you could sell that seriously.

kyetech :

here's a hint :

since version1.0

and yes ,i insists :If you buy a UE3 licence to make a football game ,you're stupid.
 
_phil_ said:
Funnily enough there was a UT1 mod that turned it into a action football game, arena and all, I'm not trying to debunk your theory I just though ou would like to know, for novelty sake.

Yes,i know ,but no-way you could sell that seriously.

kyetech :

here's a hint :

since version1.0

and yes ,i insists :If you buy a UE3 licence to make a football game ,you're stupid.

sorry Phillip, I promise not to make Madden 2006 with UE3..... Thanks for the advice..... LOL :rolleyes: :devilish: :D ;)
 
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