You should contribute to the Insomniac "60fps is a bad choice" thread.Aiming at 60 fps is our goal again, and I have designed our next technology around it.
You should contribute to the Insomniac "60fps is a bad choice" thread.Aiming at 60 fps is our goal again, and I have designed our next technology around it.
Its make sense to me,maybe acess second layer cause some latencies or issues in porpose for this game.
Their SSAO involves texture lookups/sampling/filtering so there could be some implications on RSX/G7x (stalling) as one of the ALUs per fragment shader pipe handles the texture address processing.
I remember reading (in some sony doc, I'll have to look it up) that SSAO is another thing that could be moved onto the spus. For the GPU alone it could take over 10ms but only 6ms on two spus. I'm guessing that's what U2 probably does if there are such benifits.
EDIT: Here's the doc http://www.scribd.com/doc/16104972/Deferred-Lighting-and-PostProcessing-on-PS3
It depends on what theyre doingCan this be true or is this marketing?
6msec though is a long time, think of it as 60fps == 16.7 msec per frame ( thus youre approaching half your available time!)
I presume those lighting effets are prebaked, seeing as daylight isn't dynamic. If someone stands in the way of the reflected light, does it disappear from the building?
It definitely does to the extent that it'll affect the game play.
http://www.youtube.com/watch?v=9zovcY0PpRw
In fact, I don't recall there being any game with longer lasting smoke than KZ2.
Sounds like you don't play enough games Lots of games do it, for example check the spider lair on Brutal Legend, it has many screenfulls of constant mist. Mist/smoke are low detail so they are perfect candidates for reduced size buffers.
People might not think about looking after such effects when playing those games.
Please let's not turn this into some GAF style *something*.
EDIT: Well you linked to a video and I've seen others and played myself a bit. Consistency is not same across all smoke effects.
I'm not talking about some scripted stationary effects, but more dynamic ones caused by something like gun fire or grenades.
Ok, then Ghostbusters. It's one of the more dynamic heavy overdraw games out there.
I'm not sure why you'd mention Ghostbusters, I'm not talking about alpha in general, but just that specific smoke effect in KZ2 & other games as it was referred opposite in Alstrong's post
I sure hope not
Maybe that video was not the best example, here's another one.
http://www.youtube.com/watch?v=7VRtXWSZNTM
The smoke effect IS rather consistant in KZ2. There's also muzzle smoke that'll blind you if you get too excited with larger guns. I've got platinum trophy in KZ2 with 150+ and counting hours on MP. I don't need a reference from 'others' to tell you this
I play lots of shooters in general, but I don't recall having similar experience in other games, That's it. Maybe bad memory, I'd be glad if you could correct me :smile:
I haven't played GB so don't know. However the point here isn't how many particle effects but how long they linger, which may not be a case of masses of overdraw. KZ2's smoke is very persistent, contrasted with most games where smoke trails appear only for the life of the animated smoke particles that make it up, and then the air is clean and fresh. I don't have a count of the number of games that have persistent smoke, but it is something I was aware of for the first time in KZ2, such that before then I'd never known smoke fill up a level. And after that, I looked out for it out of curiosuity in other titles like Gears2 where you see smoke is teh old-skool, very clean variety.Because it has lots of smoke in the later levels when it's all 5 Ghost Busters burning everything in sight trying to trap multiple ghosts, and having their packs also smoke from overheating. Unless you mean smoke only in fps games? In that case, Far Cry 2, you can burn the landscapes causing lots of dynamic smoke and fire that lingers around.