Technical Comparison - Killzone 2/Killzone 3 vs Crysis 2 (console version)

Maybe I'm wrong, but that's the impression I got out of this thread.

I have no problem with people liking KZ's looks, just as I have no problem with people eating bugs or listening to dubstep and so on. I also said that I'm probably more sensitive to this kind of image artifact because of my job and training.

Failure to admit - or even outright denial of - that the rendering engine went too far with some of its trade-offs is what I don't like.
 
I have no problem with people liking KZ's looks, just as I have no problem with people eating bugs or listening to dubstep and so on. I also said that I'm probably more sensitive to this kind of image artifact because of my job and training.

Failure to admit - or even outright denial of - that the rendering engine went too far with some of its trade-offs is what I don't like.

This is entirely the point I was trying to make. :p
 
Failure to admit - or even outright denial of - that the rendering engine went too far with some of its trade-offs is what I don't like.

But that's exactly what is a matter of personal taste, though. I think it works for the game. It's a war setting, on another planet. In a way, it shouldn't look 'right'. There is not a moment where I thought, while playing, oh I wish that the colors were more 'right' or there was less 'clipping'.

What I did think several times is how great it would have been if you can have the HDR quality of sun-rays (or other rays) occasionally peek through here and there to set off the contrast more strongly.

I agree by the way with what someone said earlier, that in far as multi platform titles go, Battlefield 3 is probably the game to beat.
 
While I do agree with some of your logic - that compromises had to be made since the first 3D games - I still don't think that it can be applied to KZ's color handling.
Why not? From what I understand from those technical presentations that were posted here, on the PS3, deferred shading and AA in Killzone meant no HDR, end of story. But deferred shading is precisely what allows KZ2 to have the dramatic dynamic lights and shadows that were so impressive when it came out.
The engine performs a lot of math that's heavily dependent on precision, but fails to provide it and the result is all kinds of quantization and clamping, which are all objectively defined as image artifacts.
Yep, it does...but so what? You could say the same thing every single game. For example, you could say it about Crysis 2's shadow aliasing, which is pretty severe on the PS3. Or you could say it about every single fluid effect in every game ever.
The issue remains the same - many people are biased about the game because it runs on their preferred console.
No, the issue is that different flaws cause different reactions in different people, which causes a different qualitative ranking from "good" to "bad." The thing that clearly causes you the most visual discomfort is the lack of 64-bit lighting computations and the divergences from photography and other artifacts it causes. By contrast, I don't even see that stuff until you point it out, and even then, I often have to look several times to be sure I'm seeing it. The thing that bothers me the most is, in general, discontinuity. I found Crysis' frame rate drops, "bilinear filtering" type look on the shadows, very weird LOD system on the shadow maps, pop-in, clearly low-res local distortion/filtering effects, and the general inconsistency between mob and environment lighting to be quite jarring. GG gets all that stuff right, and for me, it was a worthy trade-off.
 
No, the previous one. Although this one also has the same problems - high end of the histogram flattened out, highlights clamped at 220-200 intensities (particularly disturbing with the sun).
Can't say I agree with you on that one. The restricted dynamic range adds a sense of murkiness and allows for brighter elements to have dramatic impact. I don't know if KZ does this, but by setting a lower standard for the viewer/listener to acclimatise to, that allows the full range to add dramatic impact, be that jumps in brightness or jumps in volume. I think that screenshot looks good, with the highlights nicely understated. I'm certianly not seeing anything negative; I'm much more offended by RGB HDR implementations with over saturated highlights. You're point about the sun is probably technically accurate, but it looks comfortable in the context.
 
The problem is that there are practically no brighter elements. Even the sun is clipped.
It's also overemphasized by the high contrast lighting which creates a lot of burnt out areas of these clipped values.

It's like saying, hey I like the green-purple banding in low-lit areas in Halo1 on the Xbox...


But I'm done arguing, noone seems to consider reason even for a minute. B3D used to be better.
 
The problem is that there are practically no brighter elements. Even the sun is clipped.
It's also overemphasized by the high contrast lighting which creates a lot of burnt out areas of these clipped values.
that's true now I look more closely, but to me it appears as if this is done deliberately to draw the eye to the centre of the image. The highlights at the rear of the gun are very muted versus the same highlight on the front of the gun. This has to be deliberate.

It's like saying, hey I like the green-purple banding in low-lit areas in Halo1 on the Xbox...
Except it's not a technical limtation AFAICS. The engine doesn't clip at a brightness of 200/210. It can produce pixels at 255, but these are few and far between. That has to be artistic rather than a fault of the engine. Technical limits like banding or dithering or posterisation don't seem present in that screenshot at all. There might be other issues with the game I haven't witnessed (not played KZ3) but that screenshot is looking both clean and artistically moody IMHO. it's not showing a wealth of technical shotcomings such as chunky shadows, sub-HD, jaggies, and the usual culprits.
 
I'm not sure how reason and logic are supposed to prove that low-range lighting is worse than the IQ and graphical problems of Crysis 2 on the PS3. Laa-Yosh, have you played both games on the PS3?

That shot is also of Pyrrhus right after it's been nuked, so the air's supposed to be fairly heavy with dust, soot, smoke and other junk. The sun is much brighter in the snow levels, where the air is clearer. But even then, Helghan is supposed to be a dismal, dusty, cloudy, bleak place with terrible weather (although why the ISA don't need masks is beyond me!).

Edit: Here's what I'm talking about. The range is a lot broader than that first screenshot because there's not a mushroom cloud choking the light out.
screenshot8dk.png
 
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That shot is also of Pyrrhus right after it's been nuked, so the air's supposed to be fairly heavy with dust, soot, smoke and other junk. The sun is much brighter in the snow levels, where the air is clearer. But even then, Helghan is supposed to be a dismal, dusty, cloudy, bleak place with terrible weather (although why the ISA don't need masks is beyond me!).
Laa-Yosh's points about the technical issues regards highlights are valid, irrespective of the conditions of the environment. The light-source in this scene is the sun, causing all the bright highlights we can see around the centre of the image. The sun in direct view is 1000x brighter than any (non-mirror) surface reflecting it, so should be the brightest object visible. If the sun is being surpressed to a muted grey by ash or weather conditions, than the rest of the environment could only be duller than the sun. Technically the lighting is wrong. However, to me it's obviously an artistic choice, a bit of photographic post-processing to create a style. The engine isn't incapable of rendering the sun over-exposed; they just chose not to.
 
The sun isn't actually in that first scene, just the edge of the glare. The Killzone games also apply a darkening filter around the border to give the images an "old movie" sort of look (basically the whole game is an Instagram :)). If you actually get it in the camera and away from the borders, it's much brighter (go to ~4:10):

http://www.youtube.com/watch?v=habw8PSj8aE

It's still probably not quite 255 everywhere it "should" be because it's yellow. I think the white highlights on the soldier at 4:24 are closer to 255.
 
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And the world is decidedly 'empty' and 'static'.
WTF. All the levels are filled with physical props to interact with :???:

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I can see why Laa-Yosh got exasperated. Failing to recognize that LDR rendering is a trade-off because apparently it adds to the atmosphere (of course lets ignore that the CG scenes in both of those games are HDR rendered and look better than the games themselves) is like saying that the framerate dropping in C2 is a feature because it adds to the visceral feeling of the action scenes :rolleyes:

I'm still waiting for the polycounts and sources of those numbers, PSman.
 
Failing to recognize that LDR rendering is a trade-off
Who said that LDR rendering isn't a trade-off? Certainly not me. The whole thing has been Laa-Yosh insisting that HDR is so fundamental that just about any game without it looks like crap next to just about any game with it, regardless of what the former gained by not going with HDR, and regardless of what the latter had to sacrifice in order to have it. Basically, Laa-Yosh has stated that whether it's more important to have the sun glare look right or get rid of the edge crawl and have a good frame rate is a matter of objective fact, logic, and reason, not subjective, aesthetic judgment.

Short version: What's got everyone's hackles up is Laa-Yosh insisting his opinions about aesthetics are facts and anyone who disagrees is just a fanboy who can't use logic.

I don't even like Killzone 3.
 
Who said that LDR rendering isn't a trade-off? Certainly not me. The whole thing has been Laa-Yosh insisting that HDR is so fundamental that just about any game without it looks like crap next to just about any game with it, regardless of what the former gained by not going with HDR, and regardless of what the latter had to sacrifice in order to have it. Basically, Laa-Yosh has stated that whether it's more important to have the sun glare look right or get rid of the edge crawl and have a good frame rate is a matter of objective fact, logic, and reason, not subjective, aesthetic judgment.

Short version: What's got everyone's hackles up is Laa-Yosh insisting his opinions about aesthetics are facts and anyone who disagrees is just a fanboy who can't use logic.

I don't even like Killzone 3.
HDR is not about aesthetics, it's about mathematical precision when it comes to lighting calculations. LDR = BAD PRECISION. HDR is superior to LDR. There's nothing subjective about that. Just look at the CG intros of both KZ2 and KZ3. Both use the same aesthetics as the games and yet HDR doesn't hamper them in any way. On the contrary, they in fact look better than the realtime stuff.

While stylish, the KZ games use reality as the foundation for their world. Properly calculated lighting is a must. After that is done you can plaster all the filters you want on the final image to achieve your desired look. If that includes clipped highlights then so be it, but I doubt that's the case given the HDR-rendered CG videos not having that "LDR look" ;)
 
UC2/3 has some of the most detailed character models this gen indeed; several times as many as most other titles. Like, KZ2/3 or Gears3 are all in the 10-20k triangles range, whereas UC gets up to about 25-50k or even more in gameplay.

I agree, but that's why I asked what he meant by most detailed specifically since that can be applied to a range of things within a given scene/game. Sorry meant to reply to this earlier.

Laa-Yosh's points about the technical issues regards highlights are valid, irrespective of the conditions of the environment. The light-source in this scene is the sun, causing all the bright highlights we can see around the centre of the image. The sun in direct view is 1000x brighter than any (non-mirror) surface reflecting it, so should be the brightest object visible. If the sun is being surpressed to a muted grey by ash or weather conditions, than the rest of the environment could only be duller than the sun. Technically the lighting is wrong. However, to me it's obviously an artistic choice, a bit of photographic post-processing to create a style. The engine isn't incapable of rendering the sun over-exposed; they just chose not to.

In a way any modern engine is capable of anything, but I thought the point of the discussion in this thread was to highlight various trade-offs. The engine is probably capable of correct lighting, but is it possible on current gen hardware while trying to accomplish everything else it does? And if so, why have the developers chosen to ignore this?

The question isn't what is and isn't possible with any said engine, but instead if the trade-offs within a specific game can be considered the right ones and what makes these trade-offs less significant than the sacrifices done in other games? Basically, IMO the biggest disagreement here is, the trade offs are ok in Game A but they aren't in Game B, hence the comments about people accepting things due to it being on their preferred platform of choice.

Short version: What's got everyone's hackles up is Laa-Yosh insisting his opinions about aesthetics are facts and anyone who disagrees is just a fanboy who can't use logic.

I don't even like Killzone 3.

I don't think this is the case at all. I think it's more of the case that he's making very logical and legit criticism towards the games and people are either making excuses why it's ok or brushing them off as they aren't a big deal. It's the lack of consideration towards his reasoning so that people can continue propping up a game that doesn't deserve the praise while downplaying what is accomplished in other games.

The fact that this thread is basically a KZ vs. Crysis thread doesn't really help either, especially when there are some differences between the Crysis games on each platform.

Basically, how do you (or anyone) measure what trade-offs are more important than other trade-offs?
 
I don't understand why the thread is Crysis 2 vs KZ3 - for one thing the PS3 version of C2 is lacking compared to the 360 version (making it an easy target for the typical 'lazy devs' diatribe).

I would have thought Battlefield 3 would have made for a more apposite comparison, since it pretty much betters C2 in every which way.
 
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HDR is not about aesthetics it's about mathematical precision when it comes to lighting calculations.
No one is saying HDR isn't more accurate. The problem is that on the PS3, you can't take all the most mathematically accurate known methods for doing everything, program them all in the same game, and have something that will still run (for one thing, you could never have water in a game). Which methods you use and which you discard is indeed partially a matter of aesthetic judgment. But yes, you're right, HDR is more accurate. Unfortunately, the PS3 lacks infinite memory, infinite bandwidth, and infinite speed, so all the most mathematically accurate methods for everything cannot all be done simultaneously.
Properly calculated lighting is a must.
Does that include properly calculating the shadows cast by local light sources? Because KZ does that, and Crysis 2 doesn't. Almost like deciding whether or not HDR or dynamic light/shadows is more important is an aesthetic judgment.
I think it's more of the case that he's making very logical and legit criticism towards the games and people are either making excuses why it's ok or brushing them off as they aren't a big deal.
No one's doing that. The problem is that he's taken an opinion, stated it as a fact, and insulted people who disagree with him.


Here are two facts:
A: HDR is more realistic than LDR.
B: Dynamic shadows are more realistic than static shadows

This is an opinion:
C: HDR is more important than dynamic shadows.

Laa-Yosh is stating C and insisting it logically follows from A and B, which it doesn't. Value judgments cannot be deduced.
Basically, how do you (or anyone) measure what trade-offs are more important than other trade-offs?
Agh! I feel like I'm taking crazy pills! I've been saying all along that this is impossible because that judgment is subjective, and Laa-Yosh has been the one insisting, no, his preferred trade-offs are matters of objective, logical fact.
 
I don't understand why the thread is Crysis 2 vs KZ3 - for one thing the PS3 version of C2 is lacking compared to the 360 version (making it an easy target for the typical 'lazy devs' diatribe).

I would have thought Battlefield 3 would have made for a more apposite comparison, since it pretty much betters C2 in every which way.

That's likely why it's the target in this thread. It's a game that is considered technically impressive, but is inferior on the platform of choice for some in this thread.

Selecting two games, and only two games, specifically is a poor choice IMO. If there is to be any comparison thread, it should be open to any and all games (at least within their given genres) and have their technical make up and differences openly discussed in a thoughtful and insightful manner. Basically look at what Shooter A is doing that Shooter B isn't but at the same time look at the strengths of Shooter B and apply how Shooter A can improve in these areas as well.

That isn't happening here.

Edit:

Agh! I feel like I'm taking crazy pills! I've been saying all along that this is impossible because that judgment is subjective, and Laa-Yosh has been the one insisting, no, his preferred trade-offs are matters of objective, logical fact.

Maybe I'm not explaining my point correctly. To me it's not so much about what's subjective, instead it has to do with the fact that things are factually sacrificed in KZ, so these different trade-offs between these games should be discussed openly instead of placed on a scale to which is more important.

Maybe I'm the one who's lost and I have no idea what's going on in this thread. All I know is any thread that specifies a platform like this one does, never ends well due to the intentions of the original poster.
 
No one is saying HDR isn't more accurate. The problem is that on the PS3, you can't take all the most mathematically accurate known methods for doing everything, program them all in the same game, and have something that will still run (for one thing, you could never have water in a game). Which methods you use and which you discard is indeed partially a matter of aesthetic judgment. But yes, you're right, HDR is more accurate. Unfortunately, the PS3 lacks infinite memory, infinite bandwidth, and infinite speed, so all the most mathematically accurate methods for everything cannot all be done simultaneously.

Does that include properly calculating the shadows cast by local light sources? Because KZ does that, and Crysis 2 doesn't. Almost like deciding whether or not HDR or dynamic light/shadows is more important is an aesthetic judgment.

No one's doing that. The problem is that he's taken an opinion, stated it as a fact, and insulted people who disagree with him.


Here are two facts:
A: HDR is more realistic than LDR.
B: Dynamic shadows are more realistic than static shadows

This is an opinion:
C: HDR is more important than dynamic shadows.

Laa-Yosh is stating C and insisting it logically follows from A and B, which it doesn't. Value judgments cannot be deduced.

Agh! I feel like I'm taking crazy pills! I've been saying all along that this is impossible because that judgment is subjective, and Laa-Yosh has been the one insisting, no, his preferred trade-offs are matters of objective, logical fact.

You know, the thread title is very specific: "technical Comparison". I don't give a damn if the aesthetic decisions Guerrilla Games made are better than Crytek's. As a matter of technical comparison, HDR > LDR. Deal with it.

You defeat yourself in your "HDR vs dynamic shadows" point because C2 calculates all the world shadows in realtime. In essence, every shadow in C2 is dynamic. Whereas most of the lighting/shadows in KZ2/KZ3 are lightmapped.
 
You defeat yourself in your "HDR vs dynamic shadows" point because C2 calculates all the world shadows in realtime. In essence, every shadow in C2 is dynamic.
Problem is in C2, world shadows are all there are. Local lights generate no shadows. The main thing you'll notice is that in C2, firing your weapon in a dark area doesn't light it up much, almost like a last-gen game. In KZ2, muzzle flashes result in some pretty impressive effects. KZ2/3 have far more local lights, which result in far more shadows reacting to far more of the action. As a matter of technical comparison, shadows that respond to all lights > shadows that respond only to area lights. Deal with it.

Deferred shading also allowed them to use MSAA in KZ2. As a matter of technical comparsion, MSAA > jaggies. Deal with it.

http://www.guerrilla-games.com/publications/dr_kz2_rsx_dev07.pdf

You will notice from the presentation that all those complex dynamic lights they're able to do (and Crysis can't) due to deferred shading preclude the use of HDR. That's the tradeoff.

I don't have C2 any more, but it had a whole lot more fidelity issues than KZ2/3 had. Have you played any of the games?
kagemaru said:
To me it's not so much about what's subjective, instead it has to do with the fact that things are factually sacrificed in KZ, so these different trade-offs between these games should be discussed openly instead of placed on a scale to which is more important.
This. I agree with this. Now if you could L. Scofield and Laa-Yosh to agree instead of pretending Crysis makes zero meaningful trade-offs in order to have nice scene lighting. And you don't see me or anyone else claiming there are no technical sacrifices in KZ. There are technical sacrifices in every game ever made for a finite-state machine.
 
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