Sony @ GDC: Phil Harrison's Keynote

Tap In said:
OTOH, I'm going to wait and see for myself in November before jumping to conclusions. ;)

I hope I'm not jumping to conclusions, just my thoughts/speculation on how I think things will likely pan out and how that has or hasn't been supported to date.

Anyway, MTV has a nice new report up from the conference, with a couple of tidbits I haven't seen reported elsewhere:

http://www.mtv.com/games/video_games/news/story.jhtml?id=1526859

In the afternoon, he spoke to star Japanese game maker Tetsuya Mizuguchi after the "Lumines"-creator's speech about his upcoming Xbox 360 title "Ninety Nine Nights," and asked the designer to make games for the PS3 download service. (Any reply was kept appropriately out of earshot of nearby journalists).

Interesting..:)

During his presentation, Harrison cued an undersea demo of thousands of fish gathering in swirling schools, each using their own artificial intelligence to flock with matching species and zip through the deep. Later, on the GDC show floor, a Sony rep said the demo's 5,000 fish were flocking with a sophistication of autonomous artificial intelligence that would have limited the pool to just 50 if the demo had been built for PS2.
 
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[maven] said:
It really isn't that hard (or exciting) if done properly, see for example http://www.markmark.net/clouds/index.html.
That's a fake rather than realtime volumetrics. Of course fakes are valid if they look the same and do it with less effort, but I wasn't particularly impressed with the example pics either. http://www.markmark.net/clouds/RTCRImages.html

tn_sunsetplane2.png


Don't look realistic. Compare that with a terrain generator...
http://voyage.isurf.ca/voyage_gallery6.html

tn_prettycanyonsunset.jpg


http://lucbianco.free.fr/index_en.html

TGD11s.jpg


...and it's these latter images I'm hoping to be getting closer to in realtime.
http://lucbianco.free.fr/3D/TGD11s.jpghttp://voyage.isurf.ca/thumbnails/tn_prettycanyonsunset.jpg
 
Shifty Geezer said:
That's a fake rather than realtime volumetrics. Of course fakes are valid if they look the same and do it with less effort, but I wasn't particularly impressed with the example pics either...and it's these latter images I'm hoping to be getting closer to in realtime.

That's quite a difference.....
 
Tap In said:
Well I'm an utter novice but just from reading more informed people on this board (yourself included shifty) all kinds of stuff can disappear from what one wants to do to what one CAN do with the final code. :p
Definitely. No matter what you intend to produce, unless your endowed with precogniscience chances are somewhere or other things you weren't expecting get in the way of your plans and expectations! The E3 showing of Motorstorm was a vision of what they hoped to achieve on PS3 given whatever technical details they had to hand. It could be the targets they set were too high, not factoring unknown variables A through D that now they have the dev kit, they realise prohibit features 1 through 5.

The difference is that GDC is showing people what you've actually written. What's there now is working code intended for final product. Perhaps the number of enemies will be halved, or the frame rate dropped? Can't say for sure. But the likelihood is most of what's being shown will be there in the final game, unless they really messed up the planning and evaluation phases and through in far too much. In something like Warhawk, you fly a ship that shoots. That's hardly demanding. If 100% of PS3's power is being used to run the demo, the cuts needed to fit in some player IO to move the craft and shoot the guns isn't really likely to cut into that very much, is it? For those that think 'these aren't real games', if you've got the physics, graphics, levels, characters and AI, the rest, the UI, the player IO, the selection of different weapons and hiding of treasure in crates and barrels, isn't going to need to take away much from that to fit in.
 
Titanio said:
I've yet to see anything on 360 that's like what is described of Motorstorm, as one example, in terms of the level of environmental interaction and its physicality. Of course, I'm relying on descriptions and a small photo, but some of those descriptions are go into quite a bit of detail on the dynamics at play there. I'm repeating myself now, but somehow I have to reiterate that I stand by that opinion, just for you :rolleyes:


According to the guy at gaming age the textures and enviorment detail was PS2 quality while the cars looked decent at best. You think 360 coulden't do that same level of physics if it rendered everything else in the scene at low detail?

Also, it's worth noting this is 1 car, in a barren environment with NO AI or other physics present.


Then we have the Warhawk demo which has a plane, sky, clouds and a ocean. Again from all accounts it looks good, but doesn't sound anything like the complex looking target render from E3 that had like 300 planes in the sky and massive enviorments with 1000s of trees and rolling hills.




But do you see the theme here? Most of what Sony has shown in the demos as been nothing more than a few really cool looking effects in big empty enviorments. Ohh I am sure the water and clouds in Warhawk do look awesome, but when thats the only 2 really complex things you have to render in a scene then it's really not all that impressive on it's own. Specially with few ships and other objects and AI present.



Just like you guys I haven't seen these demos my self, but I can't help but think what the gaming-age guy said was a better, more true account of what was actually shown than what most of the other sites have said thus far.


I mean come on, a single car playing with a empty enviorment with mud? A Single plane flying through clouds and over an ocean with a few other emeny ships? That doesn't really sound all that exciting from a gameplay standpoint. If Sony pulls off these type of graphics with the kind of gameplay they showed in the E3 traget renders then yea, that will indeed be impressive. But right now what they have showed does not get me the least bit excited.


What got me really excited was last year at E3 when I had my behind close door showing of Kameo and got to see a real time gameplay scene where there were 5000 models on the screen at once fighting each other as the main character road through them in this massive enviroment. That was gameplay and that got me excited. These Sony demos, while real-time, do not reflect real gameplay situations.

Guess we will have to wait to E3 to really see what Sony does or doesn't have. But they are going to have to show alot more than simple demos like these.
 
EPe9686518 said:
According to the guy at gaming age the textures and enviorment detail was PS2 quality while the cars looked decent at best. You think 360 coulden't do that same level of physics if it rendered everything else in the scene at low detail?

Please read my posts carefully. I am not going to repeat myself AGAIN.

EPe9686518 said:
Then we have the Warhawk demo which has a plane, sky, clouds and a ocean. Again from all accounts it looks good, but doesn't sound anything like the complex looking target render from E3 that had like 300 planes in the sky and massive enviorments with 1000s of trees and rolling hills.

There were many fighters in the demo, the guy demoing it mentioned "hundreds" (and Eurogamer reports this is what they actually saw), and large capital ships, in a massive environment. (From IGN: "Across a massive battlefield, you could see ambient warfare everywhere, with background battles raging far away from you."). I fail to see how rendering a procedurally generated and animated ocean would be necessarily any less demanding that rendering a (static) terrain of the quality in the E3 trailer.

EPe9686518 said:
But do you see the theme here? Most of what Sony has shown in the demos as been nothing more than a few really cool looking effects in big empty enviorments. Ohh I am sure the water and clouds in Warhawk do look awesome, but when thats the only 2 really complex things you have to render in a scene then it's really not all that impressive on it's own. Specially with few ships and other objects and AI present.

See above, this certainly wasn't the case. The whole thing was reportedly quite busy.

See Resistance also, for another gameplay demo, asides from Warhawk (which was actually demoed live, BTW).
 
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Some photos of new PS3 dev kits - definitely seem a lot smaller than earlier ones:







Also, Gameindustry.biz has a report on the demos shown - mentions that Ted Price commented that they'd only starting using Cell's SPUs in recent weeks (which is a bit hard to believe, but that's what they report!)

http://www.gamesindustry.biz/news.php?aid=15592
 
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Titanio said:
Please read my posts carefully. I am not going to repeat myself AGAIN.



There were many fighters in the demo, the guy demoing it mentioned "hundreds", and large capital ships, in a massive environment. (From IGN: "Across a massive battlefield, you could see ambient warfare everywhere, with background battles raging far away from you."). I fail to see how rendering a procedurally generated and animated ocean would be necessarily any less demanding that rendering a (static) terrain of the quality in the E3 trailer.



See above, this certainly wasn't the case. The whole thing was reportedly quite busy.

See Resistance also, for another gameplay demo, asides from Warhawk (which was actually demoed live, BTW).


From what I read they made it sound like there was no more than 20 ships on the screen, if there were in deed 100s then that would be impressive. As far as the procedurally genereated ocean goes, I have no idea if on PS3 hardware that would be less demanding or more demanding, but you did bring up a good point in regards to that.

In anycase I still will have to see it for my self I guess, as will most people on here. We got 1 site saying the water and clouds looked decent and nothing amazing, then we got another site saying they looked CG quality. My guess is it's some where in the middle. But after everything Sony has done in the past at shows like this, the fact that this is running on a dev kit with mostlikely a good bit more ram than the final retail PS3 will have, I am still a bit skeptical about how good this really looks.


Let's put it this way, Sony said PS2 could "provide Toy Story 2 CG graphics real time" and we all know how that turned out. Sony has lost my trust, they will have to impress me with real time games to get it back. If they show me so good stuff at e3 this year when I go then I will no doubt be softer towards sony, but at this point in time I take everything from them and from other media outlets with a grain of salt till I can varify it my self.
 
EPe9686518 said:
Let's put it this way, Sony said PS2 could "provide Toy Story 2 CG graphics real time" and we all know how that turned out. Sony has lost my trust, they will have to impress me with real time games to get it back. If they show me so good stuff at e3 this year when I go then I will no doubt be softer towards sony, but at this point in time I take everything from them and from other media outlets with a grain of salt till I can varify it my self.

Again, with the Toy Story story...
 
Phil said:
And again, you're missing the point - the point being that there are no gamers at this event wanting to see and play games. This is a conference on the technical side of things, one that during a key-note speach probably is better suited with technical demonstrations rather than a session of gameplay ....

I understand where you're coming from. I would think, however, that at a game developers conference, the impact of these techniques to gameplay would figure prominently into the discussion.

If its just strictly technical discussion on what CAN be done that's fine, and i see your point. However, i dont think it makes it any less valid to question whether or not any of the these talking points are relevant to the gaming experience amongst ourselves, even if they aren't doing it.

Slightly OT: Personally, i'm starting to feel like everyone (publishers, developers, console makers) is trying to convince the gamer they need more physics. I'm just not sure i'm buying it at the moment. For example, do we need anything more than whats in Oblivion, FEAR, etc? This Ageia physx card is supposedly $299, thats quite a bit of cash. I'm looking forward to seeing and trying out next-gen physics but im getting this feeling they are trying to drive the market to more hardware and checklist items that really wont impact the gameplay. Maybe its just me...
 
Shifty Geezer said:
The E3 showing of Motorstorm was a vision of what they hoped to achieve on PS3 given whatever technical details they had to hand. It could be the targets they set were too high, not factoring unknown variables A through D that now they have the dev kit, they realise prohibit features 1 through 5.

People should finally realize that those weren't meant to be 'targets' - their only aim was to be as impressive as possible, to steal E3 2005 from MS and the Xbox360. All the movies were created by external, independent animation studios; with some level of feedback from the game developers, but no strict guidelines.

Sony may be pushing the devs now to try as much as possible to reproduce those visuals, which may or may not happen. The important fact is that those movies weren't target renders - those were simple marketing tools.
 
expletive said:
Slightly OT: Personally, i'm starting to feel like everyone (publishers, developers, console makers) is trying to convince the gamer they need more physics. I'm just not sure i'm buying it at the moment. For example, do we need anything more than whats in Oblivion, FEAR, etc? This Ageia physx card is supposedly $299, thats quite a bit of cash. I'm looking forward to seeing and trying out next-gen physics but im getting this feeling they are trying to drive the market to more hardware and checklist items that really wont impact the gameplay. Maybe its just me...

Doesn’t this whole physics drive only lead towards the creation of a fully interactive environment? I would assume such an environment would fundamentally affect gameplay, game design and player strategy.

Why push graphics only? Personally I think physics will affect gameplay more than graphics ever will. Gameplay in traditional games is largely bounded by the environment in which you are placed; the interaction with that environment is what defines your approach to the game.
 
expletive said:
I understand where you're coming from. I would think, however, that at a game developers conference, the impact of these techniques to gameplay would figure prominently into the discussion.

If its just strictly technical discussion on what CAN be done that's fine, and i see your point. However, i dont think it makes it any less valid to question whether or not any of the these talking points are relevant to the gaming experience amongst ourselves, even if they aren't doing it.

Slightly OT: Personally, i'm starting to feel like everyone (publishers, developers, console makers) is trying to convince the gamer they need more physics. I'm just not sure i'm buying it at the moment. For example, do we need anything more than whats in Oblivion, FEAR, etc? This Ageia physx card is supposedly $299, thats quite a bit of cash. I'm looking forward to seeing and trying out next-gen physics but im getting this feeling they are trying to drive the market to more hardware and checklist items that really wont impact the gameplay. Maybe its just me...

The argument of what does and does not contribute is a rather complicated one.

First of all, there are two ways in which physics can contribute to a game:

1) To purely visual effect, physics that affects "effects objects" that are affected by everything else, but don't impart motion to gameplay objects. An example might be small rubble in a collapsed building bouncing off a character - the rubble reacts to itself and the gameplay objects (i.e. the character), but doesn't affect the gameplay objects (i.e. doesn't push the character away or anything). This type of stuff will be more easily and more immediately leveraged to good effect.

2) "Global", "gameplay" physics that affects all objects - with the potential to impact gameplay. This type of stuff will be more challenging to do, or to do well, depending on the type of game.

Both are valid and potentially very compelling uses of physics in a game. If a game can use phyiscs in a compelling way that affects and improves gameplay, all the better, but I wouldn't move to downplay the impact of "effects physics" - generous and judicious use of such can really help spruce up a game visually beyond what it might otherwise be, and generally lend a more realistic and solid feel to things. Such things, like all "presentational" aspects of a game can also help improve the game experience, if not fundamentally the gameplay mechanics - afterall, sometimes the substance IS the style, and games often do directly benefit from the purely aesthetic and presentational such that your enjoyment might suffer without that.

If you are to argue that we should shy away from anything that does not fundamentally affect or improve game mechanics (as opposed to the broader sense of the game experience), you may aswell argue for a regression to simple technology and graphics generally. Afterall, things like HDR or pixel shaders etc. don't in and of themselves improve gameplay mechanics! :) At least with physics there is the opportunity to do both.

Really, I think progress here is very important. It is unthinkable that we could continue to march toward photorealistic rendering without paying heed to our capability to realistically express natural motion and behaviour. We have kind of ignored that up to this point, at least relatively speaking, and I think it's certainly more than time for this area to step forward.

Laa-Yosh said:
All the movies were created by external, independent animation studios

I've seen this claimed a number of times now - sorry to be picky, I know some of the footage was created like this, but certainly not all or even most.
 
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You know I am kind of pissed.

I am not taking any statements seriously. We are bombarded with mixed reports.

And I cant wait to see some direct feed videos to have a judgement of my own.

I only cross my fingers we get something special from the end result.
 
I'd just like to point out that Rallisport Challenge 2 (best racer last gen) did the mud/dirt/snow/dust effects and vehicle damage (parts falling off realistically, including wheels [yes, you can stil drive with 3 wheels, but not well])on Xbox years ago...

0,2600,47732,00.jpg


RSC2_GBT_WRX2InL.jpg
 
Titanio said:
I've seen this claimed a number of times now - sorry to be picky, I know some of the footage was created like this, but certainly not all or even most.

It certainly is the case with Killzone and I've heard the same about Motorstorm too. Considering that these two movies made the biggest impact - not only for nextgen consoles but perhaps for the entire show last year - I think that it's more than enough to make a point.
 
Laa-Yosh said:
It certainly is the case with Killzone and I've heard the same about Motorstorm too. Considering that these two movies made the biggest impact - not only for nextgen consoles but perhaps for the entire show last year - I think that it's more than enough to make a point.

True, just not the same one you made above.

Slight update to what was said earlier about Warhawk and the cloud rendering - it's not being done on a single SPU as I reported earlier, but a "cluster" of SPUs. The full quote from Dylan Jobe is:

These clouds I'm flying through right now are being rendered using a volumetric software ray-tracer running on another cluster of SPUs, and really this is a paradigm shift for us, because it is the first time we are mixing Cell-based software rendering, with RSX-based hardware rendering. Certainly, you don't need to use the Cell for software rendering - you can do so if you choose. The RSX has plenty of power on its own - consider for example these capital ships I'm flying around. They have certain materials that are orders of magnitude more complex than anything we could have done on the Playstation2. They feature color maps, ambient occlusion maps, parallax maps, dynamic shadows, point lights. All of these things are being rendered by RSX in true high definition, all of it being rendered at 4xAA.
 
Titanio said:
Slight update to what was said earlier about Warhawk and the cloud rendering - it's not being done on a single SPU as I reported earlier, but a "cluster" of SPUs. The full quote from Dylan Jobe is:
It's the sort of thing that's next to meaningless without the footage to gawp at. These clouds could be the naffiest areas of sprite-smeared bleaching like 'clouds' imaginable, or thick and voluminous, realistic clouds. Without seeing we've no idea what to make of it.
 
True, I just figured people would like the direct comment to draw their own conclusions and speculate as to the exact approach their taking.

It kind of sounds like seperate frame rendering on Cell and RSX with a final composition between the two? It could also be Cell doing some heavy lifting before passing results to a shader running on RSX, but the way he phrases things makes it sound more like the former IMO..

As for how they look, unfortunately we can only again rely on reports. But nearly every report I've read single the clouds out, some describing them as "billowy" etc e.g.

"The sky is equally impressive, with billowy clouds and a sense of freedom of movement. It's a fantastic feeling to look at the sunset, see the water below, and the puffy clouds as you combat what were dozens of enemies at once."

http://blogs.gamedaily.com/blogs/SearchView.aspx?q=warhawk

Fingers crossed the visual results are worth the computational/technical expense!
 
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Not this again

EPe9686518 said:
Let's put it this way, Sony said PS2 could "provide Toy Story 2 CG graphics real time" and we all know how that turned out.
No SCE executives said that, Seamus Blackley said it, though. But it was about another machine, not the PS2.

Now, can we stop the discussion about how evil and deceptive marketing practices are, please?

Because it really starting to not only get old, but it also does not belong on a forum targeted to grown ups. And usually adults tend to understand the principle of marketing and how each claims should be taken with a grain of salt.

I know, very well, that some people do never understand it, or never accept it, which is different. But discussing about it, in a technology forum, is pretty pointless.

Back in the days, I remember reading tons of article about the up coming Ultra64 and it Ray Tracing capabilities and it graphics on par with T2 and Jurassic Park special effects.
Then at Spaceworld 2001, NST showed an incredible CG of Wave Race claiming that the real game won't be on par with this GC, but actually will look better.Nvidia was claiming that its Geforce could reproduce Toy Story, and then Final Fantasy TSW (At a GDC (I think) they showed some laughable realtime demo running on a Quadro FX).

Over exagerated, and sometime bordering stupid, claims made by a manufacturer is nothing new, nor rare.
Wasting everyone's time and bandwidth, discussing about common marketing practices is, I repeat, useless.
Just be smart and do not take for granted any claims made. Of course, if you read the comments of someone who believing anything said by an executive, you can point to him/her that it's probably just "some truth coated with a lot of fluff (To remain polite)".

So now, keep on topic, and discuss the PS3 keynote. Actually it would be better for everyone to wait for framebuffer screens, before continuing any argument about the look of these demonstrations.

But hey, if you guys have the time to argue about the look of something based on descriptions, I won't stop as long as the discussion doesn't start to sound like a broken record. ;)
 
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