Theseis

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jvd said:
alright , well it still looks bad and doesn't make a good case for its graphics :)

It looks OK. :D I think that, when seen in motion, with the HDR changing the lighting and the brightness levels of the scene in realtime, it will look ace. Moving the camera, those dark areas would get brighter, revealing more detail. The DOF will make things look more realistic in motion, obviously this screen is a bit crap. The models themselves are quite detailed and high-poly.

But i still think it's a cutscene so... ;)
 
PC-Engine said:
How do you know this is using HDR and not just bloom effects? :?

I never said i know, i only said that's what it looks like, and i could very well be wrong. However the effects i described are typical of HDR. Bloom just makes the bright background .. bloom. It wouldn't make the characters in the foreground darker due to brightness balancing. :D
 
mckmas8808 said:
I like this picture of the game too.


theseis-20050610044510087.jpg

Prerendered...
 
lip2lip said:
if ps3, can support 32/9, or 3.56:1 type display, I ask, is it actually even WIDE enough? Where are all teh games for teh 3.56 DIMENTION!?


They don't have to be that wide. You can do other things with dual displays (multiplayer). I don't quite want the middle of the action where the TV's are put side to side. ;)
 
Alstrong said:
lip2lip said:
if ps3, can support 32/9, or 3.56:1 type display, I ask, is it actually even WIDE enough? Where are all teh games for teh 3.56 DIMENTION!?


They don't have to be that wide. You can do other things with dual displays (multiplayer). I don't quite want the middle of the action where the TV's are put side to side. ;)

Why not!? And FPS with the crossbow in the middle would come up... As a FPS where u never see what exactly it is that u're shooting!! REVOLUTION!! ;) Oh damn that word is copyrighted now, cant use that anymore.
 
Could it be a cut scene using a in-game engine? I would like to know to what gives it away. Laa-Yosh do you have insider info?
 
With all the extra cpu power next-gen, will the difference between cutscene and in-game really be that different?
 
gurgi said:
With all the extra cpu power next-gen, will the difference between cutscene and in-game really be that different?

It's more about memory and camera control than CPU speed.

I know given enough memory we could get pretty close to our cut scenes in game.
 
mckmas8808 said:
Could it be a cut scene using a in-game engine? I would like to know to what gives it away. Laa-Yosh do you have insider info?

It's just quite evident that unless the engine is pushing some serious polygons with very realistic lighting and near-perfect IQ, it's CGI. Been saying it from the beginning ;)

Possible perhaps, and it's just one screen, but i'm on the CGI idea.
 
ERP said:
gurgi said:
With all the extra cpu power next-gen, will the difference between cutscene and in-game really be that different?

It's more about memory and camera control than CPU speed.

I know given enough memory we could get pretty close to our cut scenes in game.

Ahh, for some reason I thought it was game logic, physics, AI, ect. Shows what I know! :oops:
 
+ poly count
+ cloth simulation
+ antialiasing quality
+ very evidently different looking than the ingame screenshots

re ERP:
What about hair and cloth, shadow quality (good CGI has no shadow artifacts at all, it's unacceptable - I know that ;) ), 4-6 lights per object, volumetrics and so on?

I really don't mean to be offensive, rather curious :) I can imagine things like carefully hand-tuning shadows for the cutscene, and pointcaching cloth deformation at 30fps (which would require a lot of data to stream in, but nevertheless it's possible), I'm sure it can be done and with quite good results.
But I'd say that even the average quality stuff from Blur studio for example would be a bit too much to ask for from a nextgen console. Not to mention their high profile stuff like the Warhammer 40K or Hellgate intro, or their Oscar-nominated short...

http://www.cgnetworks.com/stories/2005_03/gopher_broke/gopher03.jpg

http://www.cgnetworks.com/stories/2004_10/warhammer/title3.jpg
 
I think ERP was reffering to getting close to realtime cutscenes with in-game graphics.

I don't think there's any doubt offline CG will still remain far and away from realtime cutscenes.
 
Fafalada said:
I think ERP was reffering to getting close to realtime cutscenes with in-game graphics.

You're right I guess... and I should get some more sleep next time.

BTW, I recall you saying that polycounts will increase significantly in this gen and scene sizes will grow to several million polys... So we'll get to see more than UE3s "n thousand polys + normal maps" characters? With view-dependent tesselation it should be possible to get an ~50K mesh with enough edge detail to use some displacement for silhouettes, and then add shading detail with normal maps...
 
mckmas8808 said:
Man I want that Warhammer pic to be in my game in real-time. Its simply beautiful. :oops:

You'll probably have to wait at least another 5 years... Alan McKay's (effects TD on that project) weapon of choice is afterburner, a plugin for 3ds max - and it's a volumetric smoke effect there that takes ages to render... :(
But the geometry could be there in this gen already.
 
Laa-Yosh said:
BTW, I recall you saying that polycounts will increase significantly in this gen and scene sizes will grow to several million polys... So we'll get to see more than UE3s "n thousand polys + normal maps" characters?
Well I was talking about probable polys/frame budget being in 1-2M, how exactly will they be used is anyone's guess. Actually on some closed platform exclusives it may not be unreasonable to see more then that.

With view-dependent tesselation it should be possible to get an ~50K mesh with enough edge detail to use some displacement for silhouettes, and then add shading detail with normal maps...
Well I think DOA4 for one already has characters in at least 50k+ range, but obviously in their case it's pretty trivial with not more then 4 on screen at a time, and hence no real need for continuous LOD either.

You're right I guess... and I should get some more sleep next time.
Tell me about it, I'm completely sleep deprived these days, nearing master submission time is always "fun".
 
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