The Australian Game Developers Conference

BlueTsunami said:
I love how the mud seems so....malleable and how it conforms to how your driving. It just looks so cool. Also, look how the motorcycle kicks up dust but right when it hits the mud the dust cuts out.

This game could be the status quo of physics base games. When people ask, "can physics change gameplay" or "how can physics make the game look better" I hope we can show them this game.

Just like BlueTsunami said the mud conforms to your driving. It seems like the mud can be just as big as an opponent as the other drivers.
 
mckmas8808 said:
Yep looks believable to me.

That hill in the background, if it's not just a flat texture, is already beyond what I'd expect to be possible for first and even second gen games...
 
Laa-Yosh said:
That hill in the background, if it's not just a flat texture, is already beyond what I'd expect to be possible for first and even second gen games...

You've agreed with every bit of 1% of the things that I've said since I started posting here. But at the sametime I totally respect your opinion. You are actually starting to scare the crap out of me. I'm starting to think if I shouldn't have put a bet on Motorstorm looking like that video when released.:oops:

But I must have faith and patenice. 1 to 2 more months.
 
Laa-Yosh said:
That hill in the background, if it's not just a flat texture, is already beyond what I'd expect to be possible for first and even second gen games...

Excuse me, but I fail to see what would be impossible with that hill given that all the apparent geometry isn't made up of polygons and that the lighting, which seems really good by the way, isn't pre-baked.

Would you care to elaborate?
 
!eVo!-X Ant UK said:
If the modern day pc cpu's were'nt being taxed out then why is there a DEDICATED physics processor for PC??? surely the PPU would'nt be need cus the P4 are not being taxed. DOOM3 to my knowlege is REALLY cpu heavy cpus all the lighting i believe is calculated on the CPU....I think anywayz.

It's important to understand why PC's can be CPU bound.

The architecture of the DirectX driver model on the PC is such that every call to DrawPrimitive is a very expensive operation, as a result your average PC graphics engine jumps through hoops to try and avoid doing this.
This generally requires a bunch of copying and sorting of data and the net result is you end up CPU bound.

Longhorn os supposed to address the driver model issue, funnilly enough it was originally done the way it is for "performance reasons", and back in the original NT4 days it did make sense.
 
Well, to put this back on topic ...

I wouldn't mind seeeing that George Bain presentation because id like to know if the PS3 is George Bain Approved ... or George Bain Disapproved!

But only a few people would get that joke
 
McDusty said:
Well, to put this back on topic ...

I wouldn't mind seeeing that George Bain presentation because id like to know if the PS3 is George Bain Approved ... or George Bain Disapproved!

But only a few people would get that joke

What happened to getting other news from this event?
 
Nerve-Damage said:
Is it just me or does the suspension on the dune buggies look unreal (*err* awesome). :oops:

Yep pretty awesome. If real this will be the best racing game in the entire videogame history.
 
Laa-Yosh said:
The Motorstorm video is hard enough to do in prerendered CG already, I also have serious doubts that it's realtime. Especially the particle stuff.
The aliasing might be a result of low AA settings to get the renders done for E3, combined with image-based motion blur.


People shouldn't expect more from first-gen games that what we've seen from PGR3, GOW and the MGS4 demo so far. The limits of today's hardware on texture resolution, shading complexity and lighting will continue to set the general look of the games for a few more years; only after developers had a lot of experience with the consoles, can we start to expect games that look truly different.

MGS4, FFVII: tech demo, Heavenly Sword, GT-next all look cg'ish and it's hard to believe they're realtime at all and on top of that running on non-final h/w, all are said to be either 60fps, aiming at 60fps or at least trying to get there... halve the framerate double the detail. Add Gundam to the least of uber unbelievable that it's realtime list, especially if the latest trailer is realtime(the building destruction and the lighting in that trailer are very close to motorstorm quality, imho).

Laa-Yosh said:
That hill in the background, if it's not just a flat texture, is already beyond what I'd expect to be possible for first and even second gen games...

Gt4 pulled off something quite similar and in 3d, IIRC, with their grand canyon track. A carefully placed photo texture carefully placed on some low-geometry mountains. Next-gen with substantially higher-rez textures and far more geometry I'm sure it should be possible to fake it too.
1060334743.jpg


I mean dunnoh if I recall correctly but I think some scenes in Star wars episode I even used q-tips for the public. It just goes to show that low-quality stuff if carefully handled can indeed pull some quite amazing feats. I'm sure you could even get away with psx high-geometry on some objects in hollywood quality cg and still get photo-real quality output above 99% of cg outhere.
 
Laa-Yosh said:
That hill in the background, if it's not just a flat texture, is already beyond what I'd expect to be possible for first and even second gen games...

BS. you could do that hill with half the polys needed for the 4 wheels.BTW, evolution studio isn't a exactly a newbee concerning high range LOD (see their previous games).
Only the heavy physics on destructions makes me feel Motorsport isn't realtime.Polycount , lighting, texturing ,or particle work aren't out of this world.(certainly not polycount)
 
I dunno about BS, but to me those hills look doable with reasonable geometry, normal mapping for the bumps, and self-shadowing which should hopefully be part of the engine. A textured line of trees would cover the top simply and effectively. Nothing about it screams impossible to me, so I'd like to hear Laa-Yosh's reservations.
 
Shifty Geezer said:
I dunno about BS, but to me those hills look doable with reasonable geometry, normal mapping for the bumps, and self-shadowing which should hopefully be part of the engine. A textured line of trees would cover the top simply and effectively. Nothing about it screams impossible to me, so I'd like to hear Laa-Yosh's reservations.

I would too. Take a quick look at zidane1strife's screenshot of GT4 on the PS2 (the weakest current gen system) and I can't understand why a console 30+ times more powerful can't do that hill.
 
The GT4 shot was a photo in the scenery, and Laa-yosh already suggested that as a solution for Motorstorm, though obviously what we're seeing looks a lot more 3D than a 2D photo, and hence Laa-Yosh's scepticism. I don't think looking at a photo backdrop is any indicator of what Motorstorm can or can't do with 3D terrain.
 
In about 6 months or so we will know either way , for better or worse .... thank god .

Though i doubt that will solve the problem as if the games don't look this good there is allways the wait for the future , look at the leaps they made with the ps2 line .

So mabye we wont know in 6 months . Mabye 6 years

Till then why are we having the same arguements over and over again ?
 
Back
Top