The next-gen picture thread 56k warning

Here is some pictures that the ps3 should do.

1266.jpg


1284.jpg


acecombat5_screen004.jpg


21.jpg


1296.jpg


290_njwioz.jpg


52_fryvx.jpg


gt_city.jpg


Image1.jpg


Image2.jpg


GTA5.jpg


henrik-mountain_base.jpg


409_fstmvx.jpg


yunaface2.jpg


doom3_05.jpg


enjoy
 
As for the second to last pic I doubt it'll be able to do that. That's an uber high quality FMV from less than three years ago. Don't think it'll be quite that capible.
 
Megadrive1988

Going to have to disagree with u . That scene is way more complexed than what we will see next gen . Perhaps at 5fps at 640x480 with no fsaa or anistropic filtering .
 
That scene is nuts, I gotta agree with JVD. Your not going to see THAT in game.

Though for a tech demo... You could probably do it at a decent clip.
 
jvd said:
Megadrive1988

Going to have to disagree with u . That scene is way more complexed than what we will see next gen . Perhaps at 5fps at 640x480 with no fsaa or anistropic filtering .

I bet it could be faked to a nice degree.

Now...that Doom3 pic, dear lord, next-gen machines should be able to rip it a new one.
 
Paul said:
That scene is nuts, I gotta agree with JVD. Your not going to see THAT in game.

Though for a tech demo... You could probably do it at a decent clip.

if this is what people are expecting for next gen they are going to be really pissed off when the machines come out .

Most of the pics posted in that set will not be seen in game they are way to complex . Esp with ai and chars running around
 
Just to make some comments .


Unreal 3 tech demo.

original maps in the city was 200 million polygons source art but was reduced to 1 million polgyons through thier tech

unreal-30-engine-screens-20040513083757453.jpg



They talk about low res mesh 750k and 2 million for the high res mesh. for chars . they also have a 8million polgon char that is reduced to 850k polygons on the low res mesh.

If any of you have seen the video they will see how amazing this looks .


This is tech that is coming out in 2006 . It will be running best on next gen pc hardware. I highly doubt you are going to see more than double the graphics of this engine .
 
jvd said:
They talk about low res mesh 750k and 2 million for the high res mesh. for chars . they also have a 8million polgon char that is reduced to 850k polygons on the low res mesh.

You must have misunderstood something - their characters are 6000-9000 polys, not 100-800 thousands...
 
Laa-Yosh said:
jvd said:
They talk about low res mesh 750k and 2 million for the high res mesh. for chars . they also have a 8million polgon char that is reduced to 850k polygons on the low res mesh.

You must have misunderstood something - their characters are 6000-9000 polys, not 100-800 thousands...

No if you listen to the ign video from the presentation it clearly says when talking about the second high polygon creature 8 million polygons for the hig res mesh and 850k for the low res mesh , for in game polygons and from a normal map. Unless I am missunderstanding what they said there .
 
jvd said:
Unless I am missunderstanding what they said there .

You must be... Applying skinning to an 850K model would take ages, just think about it... Say, at 20 fps that means 17 million vertices / sec sustained, and you have to do it with at least 3 lights, with all the preparation for bump mapping, with stencil shadows - AND on top of that, all the skinning which takes quite a few more instructions as well.

An NV40 -might- be able to do this for one character though (but I don't really think so), but how about the rest of the scene around it, insert another videocard to do that? :)

Besides, you can see that the stuff is lowpoly on the screenshots and the wireframe images they've provided. The big monsta has no 3D chains on it, for example, you can clearly see that it's a flat surface with bump mapping on its chest.
 
Laa-Yosh said:
jvd said:
Unless I am missunderstanding what they said there .

You must be... Applying skinning to an 850K model would take ages, just think about it... Say, at 20 fps that means 17 million vertices / sec sustained, and you have to do it with at least 3 lights, with all the preparation for bump mapping, with stencil shadows - AND on top of that, all the skinning which takes quite a few more instructions as well.

An NV40 -might- be able to do this for one character though (but I don't really think so), but how about the rest of the scene around it, insert another videocard to do that? :)

Besides, you can see that the stuff is lowpoly on the screenshots and the wireframe images they've provided. The big monsta has no 3D chains on it, for example, you can clearly see that it's a flat surface with bump mapping on its chest.

right but what i posted is word for word what they said .

Also the 6800ultra will be base lined by the time this engine is released in game form .
 
ah here we go


Most of our characters are built from two meshes: a realtime mesh with thousands of triangles, and a detail mesh with millions of triangles. We provide a distributed-computing application which raytraces the detail mesh and, from its high-polygon geometry, generates a normal map that is applied to the realtime mesh when rendering. The result is in-game objects with all of the lighting detail of the high poly mesh, but that are still easily rendered in real time

So i was right about what they were saying . IT was the same as the example with the city. They have a feature that will compress the detailed mission composed of millions of polygons for the high res down to a simpler model yet keeping the polygon counts low and a low res also compressed . So you get this

ue3_char1-s.jpg


Purely geometric 2,000,000 triangle detail mesh in 3D Studio Max.

which is compressed to this

ue3_char2-s.jpg

5,287 triangle in-game mesh in 3D Studio Max

Yet the end result is this


ue3_char3-s.jpg


Resulting normal-mapped mesh in game.

It makes much more sense from the website than through the ign video as they give the impresion that the models are not compressed as was the city scape .
 
I expect Parasite Eve2 (remerber that bathing scene :p ) / Dino Crisis 2 FMV level graphics from next gen consoles. Anyway results will vary from team to team. Expect PD, KCET, ND, Bungie, Team Ninja etc to create amazing looking graphics.
 
Deepak said:
I expect Parasite Eve2 (remerber that bathing scene :p ) / Dino Crisis 2 FMV level graphics from next gen consoles. Anyway results will vary from team to team. Expect PD, KCET, ND, Bungie, Team Ninja etc to create amazing looking graphics.

I am wondering how good Dead or Alive 4 will look on next generation. Go Team Ninja. :)
 
Purely geometric 2,000,000 triangle detail mesh in 3D Studio Max.

Now, why can't they just use the 2,000,000 triangle mesh for the game, with LOD perhaps. Aren't we meant to be able to push billions of polygon soon enough ?

now for next gen, I expect something like this. Pikmin 5 ?

wp_b_800.jpg
 
I think you'd blow your load on the cat v3 . The rest of the stuff isn't very impressive.



As for unreal 3 tech they may very well be talking about 2 million polygon model . The video makes it sound that way the website does not .


Still if we were to have 10 chars on the screen at once that be 20 million polgons a second not to mention the 100 million used for the city uncompressed .

thats a 120 million polgyons per frame. You'd need to draw that 60 times a second

that be 7.2 billion pps would it not ?
 
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