The Game Technology discussion thread *Read first post before posting*

The smoke trail in KZ2 especially the ones from those Tank rounds are most impressive. You can see the dense plumes of particle traveling in great length and duration, observe the slightly curved movements of the rocket trail as it simulates heat tracking effect.
 
Just a reminder this is the Game Tech thread in the Console Technology forum. The only subjects for discussion are related to technology, and not game appraisal.
 
I wonder why the KZ2 smoke tech is down played in this thread, as I would love to see this in more action games and I hope that other devs adopt or exceed.
It's being talked about in relation to the consoles' abilities to alpha-blend many particles, and whether KZ2's example is something extraordinary or not. Where it looks 'cool' or not is immaterial for this technology thread.
 
Some of the effects that'll most likely make into killzone 3 as hinted by the developers are, high frequency textures on the character models, realtime reflections and dynamic radiosity. On top of those, I hope they'll include a forward renderer for some nice HDR, perhaps SSGI?
 
I think we'd better hold off discussing promised tech in this thread, and just stick to existing games and imlementations.
 
On top of those, I hope they'll include a forward renderer for some nice HDR, perhaps SSGI?

Give the acronym pipe a little rest. HDR, SSGI and the choice forward/deferred are almost completely orthogonal, neither of them requires any of the others.
 
Due to the deferred renderer in KZ2, it's theoretiucally easier to get persitant smoke. You only need draw to a smoke buffer and, making no changes at all every frame, you'll just have to blend it over the top to get persistent smoke. Code would then need to handle changes in view and turbulence etc. If they're managing KZ2 with a standard massive-overdraw alpha particle engine, that's quite some feat! :oops:

It wouldn't be a big feat, smoke is probably the easiest thing to overdraw, even many screen fulls on PS3. You don't need deferred for that, just a really small buffer. Are you sure that's how they do smoke on KZ2? For example, how do you walk through smoke that is rendered with a persistent smoke buffer that no longer has depth/perspective? You'd expect parts of the smoke to get larger faster than others as you walk through them, etc. I'm not sure how they would get it to look good when you look around, strafe, etc. Plus I thought they used a regular forward render pass for transparencies. Anyways I don't think their is any need, their persistent dynamic smoke can be done easily the regular way, it's nothing new.
 
The smoke trail in KZ2 especially the ones from those Tank rounds are most impressive. You can see the dense plumes of particle traveling in great length and duration, observe the slightly curved movements of the rocket trail as it simulates heat tracking effect.

My friend, it is for this kind of thing, that some will not notice, but is amazing for them to have, that I feel Killzone 2 is the best graphics I have seen. The dynamic physics and graphics effects are, for me, really amazing. Some people say this is easy to do but I see no other game that has this kind of technology. GG must have done a lot of research and really love their job.
 
I'm not sure if it is on same thing but I remember smoke in Call of Duty 2 being persistent.

Hmm...what about smoke grenade? Many games have 'em, and they're not like distant fog. They have a volume appearance and dissipate slowly.

[edit] in GeOW2, you can use smoke grenade and stick an enemy...effectively tagging them with smoke. :) It's pretty cool and cleaver way of showing 'em who's boss.
 
So maybe a developer can outline how they would do interactive, persistent smoke? What techniques would they use and what is the expected cost? Is an interactive smoke trail that last 10 seconds [x%] more difficult than a standard non-interactive smoke that dissipates in 2 seconds?

Btw, a couple years back I linked to a tech demo showing off persistent smoke trails that slowly diffused. I cannot find it now, but it was 2005/2006. Neat demo with a novel approach I believe.
 
heres a demo of mine from 4 years ago
http://www.youtube.com/watch?v=St7Ws2mZr7Q (near the end)
scuse the singing :( doing a dylan -> bowie + also the vid quality

the smoke does dissipate, also receives shadows/lighting

the reason smoke normally doesnt hang around
A/ you cant see things in the game (gameplay downgraded)
B/ standard method with 2d particles equals a lot of overdraw which aint good for performance

I do have an idea which Ive been meaning to try out for a while (so much to do so little time)
involving raycasting (thus decent CPU required) but the results visually will be much superior to whats done now + in fact maybe even quicker since overdraw is nonexistant
 
heres a demo of mine from 4 years ago
http://www.youtube.com/watch?v=St7Ws2mZr7Q (near the end)
scuse the singing :( doing a dylan -> bowie + also the vid quality

the smoke does dissipate, also receives shadows/lighting

the reason smoke normally doesnt hang around
A/ you cant see things in the game (gameplay downgraded)
B/ standard method with 2d particles equals a lot of overdraw which aint good for performance

I do have an idea which Ive been meaning to try out for a while (so much to do so little time)
involving raycasting (thus decent CPU required) but the results visually will be much superior to whats done now + in fact maybe even quicker since overdraw is nonexistant
Sounds like it can benefit the Cell, using more CPU cycles instead of the limited bandwidth for overdraw.
 
It's being talked about in relation to the consoles' abilities to alpha-blend many particles, and whether KZ2's example is something extraordinary or not. Where it looks 'cool' or not is immaterial for this technology thread.
got it.


Regarding the persistence of the KZ2 smoke. Here is a youtube vid (althoug very bad quality) that perfectly demonstrates the longevity of the smoke:
at the begining, when the HGS launch their rockets from the buidlings...the smoke trail last very long.
Another good example is the smoke after the bridge explodes, starting at about 51sec it lasts over 10 sec.

http://www.youtube.com/watch?v=7Xq3Rslr190

For me this is (not only cool :smile:) but extraordinary as I did not observe this in other console action games (FC2, GeOW1+2, UC2, ...)
 
Hmm...what about smoke grenade? Many games have 'em, and they're not like distant fog. They have a volume appearance and dissipate slowly.

[edit] in GeOW2, you can use smoke grenade and stick an enemy...effectively tagging them with smoke. :) It's pretty cool and cleaver way of showing 'em who's boss.

2 different dynamics though, one is a cloud burst and the other is an emitter.
 
AFAIK (some correct me please) the dual-layer problem is due to the refocusing of the laser lens AS you transition, not an overhead penalty of the second layer itself. Thus keeping the transitions to a minimum would reduce the penalty.

It's both. There's a transition penalty as you say, but streaming data from the second layer is slower than from the first as well.

I believe there was a thread on here many moons ago with (estimated) figures. EDIT: here I believe.
 
Last edited by a moderator:
Back
Top