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

metal gear rising,
http://andriasang.com/comzd3/mgrising_lead_platform_ps3/
starting with Vanquish, Platinum has been handling both the PS3 and Xbox 360 versions of their games. Games are developed on an
internal Platinum-developed engine, and PS3 is always the lead platform. However, the specs remain the same between the two versions.

The reason we saw Xbox 360 controllers in the making-of video is because that's what they use to control the game on the PC they use for cross platform development.
http://imageshack.us/f/97/53564144.png/

They say their games are ps3 lead but it's actually all on pc and what they do is work with the ps3 version first and optimize it to
avoid concerns, then after that they deploy the finished version from pc to 360. (since that’s easier than converting ps3 coding to
360.)

so in essence that should tell you right there that neither version can have sharper textures or better graphics. the only thing that
will really matter at this point is the performance of both, and the target is 60 fps.

Anyways, i made a little comparison of the development of Raiden from his new debut and threw in the mgs4 version of raiden just for the heck of it.

In my comparison i noticed that the model of the new raiden is practically the same model. (even with mgs4's raiden) however i did
notice there were some updates to the new model of raiden. his studded heals are now rendered in polygons, as well as some new inset cuts on his chest, and the gold buttons on his upper armor which were normal maps in the old build.

his sword is now mounted higher on his back instead of resting on his lower back. all of his under parts shine chrome instead of just
highlights and glares. http://imageshack.us/f/26/63914978.png/
http://imageshack.us/f/716/new21r.png/
http://imageshack.us/f/214/comparisonx.png/
http://imageshack.us/f/254/comparison2.png/
http://imageshack.us/f/684/comparison32.png/
http://imageshack.us/f/259/comparison3.png/

Apart from his older E3 2010 look (which was nice as it was.) with the new chrome finish i'd say he now looks more like the original
target render.http://imageshack.us/f/705/18540001.png/
I also like the new lighting for the cut-scenes, the shines and glows are more golden.

what I'm mostly concerned about is the gameplay graphics. I hope they fix the textures and lighting of the gameplay, some shadder glow effects, and depth of field or fxaa would really work. http://imageshack.us/f/196/21729948.png/
 
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I dont think its a clear comparison. MGS4's cut scenes were in real time. In Rising we dont know if they are rendering the cut scenes off line using the in game engine with higher detailed models. The real time gameplay model may be less detailed than in the cut scenes.
 
Well, from what I remember the Snake cutscene model was the same as the in-game model, too. And a lot of time has passed since the release of MGS4, too... though Rising is running 60Hz in-game... which might prohibit these high details models for performance reasons.
 
Almost all of MGS4 cutscenes were real time, with ingame models. And even the recorded ones had the ingame model.
 
Yeah the point is though that we dont know if this is the case with Rising. We dont know if the cut scenes are real time and use the same in game models. Unlike in MGS4 where the cut scenes are real time and most likely consistent with the gameplay sections
 
Well, it may be possible but If it's running bayonetta's engine i can say that it's capable of rendering this stuff in realtime. considering this is further down the road as far as the development progress of the engine. the models are very impressive but the models show here and there visible polygon edges.

Bayonetta weighed in about 23,000 ploygons and Just about 88 percent of the cutcences of bayonetta were realtime, including the "filmstrip slide show" scenes. if you swich costumes the slide shows showed that particular costume that was picked.

Anyways this would be on the basis if it is bayonetta's engine. one of it's recognizable signature engine lighting Physics would be the golden tint seen just about everywhere in the trailer. I do know since 2001 kojima has been very specific on emphasizing kojima production’s usage of realtime on their work, even if it's 85 or 90 percent.

In this new documentary that was posted on konami's site platinum games quotes that kojima productions is always making and rasing requirements on the way the game looks. so if you think about it, if most of this stuff wasn't realtime they wouldn't be on platinumgame’s case or even need them for these segments to look good if it wasn't.

If it was CG or something like that they would highlight that platinum would handle on producing the engine for fighting and konami would just render or port over their rendered work and collaborate. in the vid kojima says they gave platinum games all of their assets that was worked since the start of the project, so that's probably why raiden is practically the same just slightly modified.

the vids of the trailer and documentary is here. http://www.gamersyde.com/news_more_info_on_metal_gear_rising-12290_en.html
 
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Remedy confirmed that in American Nightmare they dropped MSAA for FXAA.

http://forum.alanwake.com/showpost.php?p=134766&postcount=590

We have HDR/FP16 on PC. SSAO is in and like some other effects has some quality settings we can bump up with fast gfx cards. We have FXAA in American Nightmare 360 and it's entirely possible it'll make its way to Alan Wake PC.
Curious to see if there will be any boost in the resolution and/or a better frame-rate now that MSAA is gone and the environments look like they are less bandwidth hungry with the Arizona environment and all.
 
Screenshots so far look like bullshots though.

Yeah the screenshots that they released thus far are looking too good to be true and in their recent Fight till Dawn demonstration there was still screen tearing which was quite distracting in the first game - hopefully they'll at least get rid of the tearing this time.

From the trailers it's not easy to spot any IQ improvements..if there are any. I bet that we won't know the actual res until the game comes out - Remedy's not clear about their engine for the second time...

Either way I will personally be very happy with a slight boost in res, a tearing-free frame-rate and smoother edges on the shadows - lighting looks crazy good in American Nightmare.
 
Ugh both versions have moments where the load times are horrible. I'm assuming there's a mandatory install for the Ps3 version which explains the disparity with the first vid.

I don't know about FXIII-2 but prequel was running straight from BD and both versions had similar load times (bit better on PS3 according to LoT).

FFXIII wasn't bad in load times department, I think that's the advantage of pre-rendered cutscenes.
 
http://www.gamasutra.com/view/feature/6579/all_that_glitters_an_interview_.php?page=1

^ Here's a pretty good interview from Gamasutra where they interview senior graphics engineer Hao Chen from Bungie.

I thought it was both interesting and odd how he made it seem like virtual texturing (or megatextures) was more beneficial for PCs than consoles. I understand developers have tighter control over resources on consoles, but they are also far more memory-starved, so I would think virtual texturing would benefit consoles more than PCs.
 
http://www.microsoft.com/download/en/details.aspx?displaylang=en&id=28113

Some neat discussion from Gamefest regarding V-sync, tearing, jitter, latency... Some insight as to how devs can choose to deal with it, and might answer a thing or two about why they might choose one option over another - it can come down to how the title is performing (close to hitting the target framerate most or not a lot of the time) and ultimately the dev choosing what's best to avoid jitter or increased latency (more buffering versus tearing) and whatnot. It should be obvious, but the choice could differ for the same title on another platform as there's no guarantee the title is going to perform the same due to different bottlenecks - tearing might be more noticeable on the other platform for example.
 
I don't suppose there are screen captures that have not been manipulated to look at? I'm more inclined to think the blurriness is due to using FXAA, not that I don't think it complements the cartoony style. It looked fine when I tried the demo.
 
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