Trailer from Naughty Dog

It's not the reloading itself which is impressive. It's the layering of the animations and the transitions combined. Look i can't create gifs, so i have to do my best with what other people provide. But I'm happy to show the animations in this game are second to none...and so far this new layering technique is very impressive.

And no the 3000 animations are just for movement...the facial animation is on top of that. But yes if i was to work this out, I would divide the final number by 2 as the combinations would not all go together. But generally what they are aiming for is that you'll never see Drake doing the same thing twice. Here's an example of him taking cover several times, and note he doesn't return to the same position once.

http://www.uploadpic.net/uploads/4b2fe01819.gif

Plus this shows off the system quite well http://www.uploadpic.net/uploads/02ee61a2d7.gif

In no way am I talking down Assassins Creed...I'm stoked for that game, but watching this game in action (even with its flaws) the animation is very impressive. Jak has better animation than 90% of games out there...it's something Naughty Dog are famous for, and with this new system they have created I really think this is a step up from anything else seen thus far.


I don't know why you even bother with him, deepbrown...
 
In one of the videos they had him climbing up a wall and then once he got his arms up over the top of the wall he was able to hang on with one arm and the use the other arm to pop off a few shots. Thats a great example of blending a climbing/hanging animation with the shooting animation. Plus whatever facial expression/behavior animations he was doing like cringing or ducking.

I like the sound of that, that you have to get to certain places to get past a certain enemy. Again, it's reminescent of some of the early levels of Flashback (of course only a 2D game but same idea, that you really have to explore the environment to get past certain levels.

As opposed to a shooter game where your obstacle is mainly sheer number of enemies.

They've built this gorgeous environment so they should make you explore it rather than run and gun your way through, like Quake or something.
 
It's not the reloading itself which is impressive. It's the layering of the animations and the transitions combined. Look i can't create gifs, so i have to do my best with what other people provide. But I'm happy to show the animations in this game are second to none...and so far this new layering technique is very impressive.

And no the 3000 animations are just for movement...the facial animation is on top of that. But yes if i was to work this out, I would divide the final number by 2 as the combinations would not all go together. But generally what they are aiming for is that you'll never see Drake doing the same thing twice. Here's an example of him taking cover several times, and note he doesn't return to the same position once.

http://www.uploadpic.net/uploads/4b2fe01819.gif

Plus this shows off the system quite well http://www.uploadpic.net/uploads/02ee61a2d7.gif

In no way am I talking down Assassins Creed...I'm stoked for that game, but watching this game in action (even with its flaws) the animation is very impressive. Jak has better animation than 90% of games out there...it's something Naughty Dog are famous for, and with this new system they have created I really think this is a step up from anything else seen thus far.
Thats a very good representation of what you are talking about. Simply AWESOME!!
 
I'll tell you what, how about tomorrow, i will boot up a few games and show you some examples of just as good reloading animations.
And then show us in those same games the guy reloading in 4 or 5 different ways, with different stances and difference facial expressions. Because that's what they're doing here, and that's the thing that keeps the animations looking fresh and non-robotic.
Also, you do realize its not nearly impressive as it sounds right? A lot of the animations are small stuff like, having the character smile or not.
Yet it's often the small stuff that elevates a title to great heights. Small stuff that requires a lot of effort, and which most devs will say 'it's a small thing, why even bother?' ND's choice may be managing to draw players in in a way simplified systems can't, working on the subconcious. That's a difficult concept to measure. It certainly doesn't look so wooden as many other titles, and that's likely to have some affect.
I'm really not sure if I would be so convinced that this system would be much better than just mo-capping 10,000 animations of Altair like in assassins creed.
If the main character has 20 facials, 20 postures, and 20 feet stances, that's 8000 different combos in 60 animations. How much storage would 8000 unique anims get versus the 60 needed here? And you'd also lose the variety of the static mocaps, as the ND system allows you to blend between them. In ordinary techniques you'd have crouched low, or be standing upright. In ND's, you'd have blends inbetween. Blending could be even more important for enemies that don't have so much attention invested in them. With only a small set of animation building blocks, plenty of variety could be created, elliminating much of the robotic look of gaming characters. I don't think this was in strong effect in the trailers, but it's early days yet in a first title. As a technology it's definitely an improvement on the brute-force mocap only solutions, and a step towards 'true' animations, which sticking with mocap anims will never achieve. That's why simple blends have been in operation for years (often in walk/run cycles) and why we'd expect things to advance.

You seem to be out of sorts, Ostepop. First you say Cell is a derivative CPU, then Cell is a CPU and so hasn't any security measures, and now you're saying these animations aren't anything impressive and loads and loads of mocap is a better choice anyway. :|
 
I checked the last couple of pages and didn't see these, so sorry if they're old. Just a few new screenshots from the US playstation site:

http://www.us.playstation.com/Media...ection=Media&Console=4&Type=5&ShowMedia=16202

image2wy1.jpg


image1lm2.jpg


image4nm5.jpg
 
And then show us in those same games the guy reloading in 4 or 5 different ways, with different stances and difference facial expressions. Because that's what they're doing here, and that's the thing that keeps the animations looking fresh and non-robotic.


Then, if you are going to tell a person (in this case me) don't show me a reloading animation of a guy covered up to a wall and moving, and tell me its better than everything i have ever played in a game. Because that was what was done.

I'm showed a gif of the main character leaning against a wall and reloading, and the guy claims this is the best ever reloading+leaning on cover animation in game.

I'm not told bla bla bla 5000 different version of that reload. Thats impressive. Showing me an animation that has unexaplinable jerkyness, in the example, is not the way to do it.



You seem to be out of sorts, Ostepop. First you say Cell is a derivative CPU, then Cell is a CPU and so hasn't any security measures, and now you're saying these animations aren't anything impressive and loads and loads of mocap is a better choice anyway. :|

You seem to be reading incorrectly, and right now your attacking the person rather than the argument. . I said the Cell wasn't a custom CPU build for gaming thats all, i said the RSX was a nvidia G71 derivate (which is is) i also did the (as you pointed out wrong) statement about the the cell being a cpu so it wouldn't have any real security against hackers. According to the IBM article you posted, the Cell has a unique and different approached to security than traditional cpu's.

I don't run around pointing out posts where you obviously took a big shit on your own leg in order to make new arguments with you, i would suggest you do the same.
 
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According to IBM it was designed specifically for gaming.

Who do we believe, you, or the co-creators of the chip hmm......

It was not, according to IBM it was made as a cpu to greatly accelerate multimedia and vector processing applications.

You really think toshiba would have put in tens of millions if not 100 million into a cpu dedicated for gaming?

Its irrelevant for this discussion, if you want to discuss that go talk about it in the appropriate topic
 
It was not, according to IBM it was made as a cpu to greatly accelerate multimedia and vector processing applications.

You really think toshiba would have put in tens of millions if not 100 million into a cpu dedicated for gaming?

Its irrelevant for this discussion, if you want to discuss that go talk about it in the appropriate topic

:???:

Ok let me show you a little something..:-

"3D game" = "interactive" + "multimedia application";

"Next Gen" + "3D Game" = "interactive" + "multimedia application" + Using(_Heavy + "vector & scalar processing");

(And in case you didn't know, the Cell is a great performer with regards to scalar processing too..)
 
It was not, according to IBM it was made as a cpu to greatly accelerate multimedia and vector processing applications.

You really think toshiba would have put in tens of millions if not 100 million into a cpu dedicated for gaming?

Its irrelevant for this discussion, if you want to discuss that go talk about it in the appropriate topic
If it's irrelevant to this discussion, why mention it in the first place.

There is a link in the "appropriate" topic that mentions that CELL was designed with gaming in mind and it's on the IBM website.

Is it really plausible to you that Sony would take the idea and pay all that money for IBM to design it without it having gaming applications at the forefront of everyone's mindset?
 
Hopefully the water in the final game will be more like the stuff in Halo 3.

Why are people hyping Halo water? It hardly moved in the videos I saw. Plus when you're under water...it's just a skin ontop and there's no refraction, reflection in the water itself.

The Halo water does not look as good as in Uncharted. I beg you to watch this video...just watch the water, and then when he gets to the waterfall level....the water is stunning. http://www.gamevideos.com/video/id/11513

ps. the water is moving...it's a fooking river! The water rolls over the stones, with foam and all that jazz.

Ps. I'm willing to be disproved about Halo's water. Just show me :)

And Ostepop what I showed you was a gif that showed off the blending and layering...also showing changes in his facial expression. But I then went on to show you two other gifs, which you have ignored...which shows the covering with 5 different animations and movements. I then showed you another with blending and layering of animations very well I thought.

"
http://www.uploadpic.net/uploads/4b2fe01819.gif

Plus this shows off the system quite well http://www.uploadpic.net/uploads/02ee61a2d7.gif "


I won't hype the game anymore now, as it doesn't yet deserve it. But I will tell you this...it has impressed me just at this unfinished stage. Yes I see its flaws, like floating, sliding, and flying up to ledges. BUT flaws can't hide the moments of magic in the animations system at this early stage.

I bid you well.

ps. This is the number I first came up with...when there are 3000 animations and layering upto 12 on top of one another. "1085303946000772600773305225818500" That quite frankly is a stupid number, and clearly false. I expect the layering will most likely be upto 4 or 5 animations, and it's about the blending etc...just to make him look natural and not repeat.

Also many animations are the same (ie. lots of covering animations)...plus many won't go together. So...if you like divide it by some number (what number!?). Anyway, whatever number you decide to divide this by, I tell you it will be more than 10,000...a lot more. In fact coming up with a number just doesn't make sense. I don't know how many motions and movements I have...

This is the beauty of the layering. Now I've gone back to hyping...but I feel layering is now the way forward. :/

But then this isn't a d*ck waving contest of what's the biggest number we can come up with...it's about creating a game that both looks realistic in animation, and varied so you don't see the character repeat actions. There is some repeated animation thus far...climbing ledges...I'm sure that will change
 
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Why are people hyping Halo water? It hardly moved in the videos I saw. Plus when you're under water...it's just a skin ontop and there's no refraction, reflection in the water itself.

The Halo water does not look as good as in Uncharted. I beg you to watch this video...just watch the water, and then when he gets to the waterfall level....the water is stunning. http://www.gamevideos.com/video/id/11513

ps. the water is moving...it's a fooking river! The water rolls over the stones, with foam and all that jazz.

But so far it is only small narrow river stream to render with good looking water, Although flat if you observe the water against the river bed edges. The ripple effect is nice but when he walks in the water it looks like a shader effect. Neverthless the river stream water looks very good!

In contrary I want you to look at the beach water (much more water to render) and see that it is 'flat' and low detailed.
 
But so far it is only small narrow river stream to render with good looking water, Although flat if you observe the water against the river bed edges. The ripple effect is nice but when he walks in the water it looks like a shader effect. Neverthless the river stream water looks very good!

In contrary I want you to look at the beach water (much more water to render) and see that it is 'flat' and low detailed.

EXACTLY! Is that what i mean Nebula and i really hope that nd fix this aspect of the game.Diamant if read this topic please do something :cry:
 
They've built this gorgeous environment so they should make you explore it rather than run and gun your way through, like Quake or something.


I appreciate your comments in this regard. I cannot myself play FPS' as they induce motion sickness... but I can play over the shoulder and third person games... in any case, environments are key to keeping my interest. As great as say Halo may be, the combination of over the shoulder and varying non corridor oriented environments makes Gears of War the preferred winner over MS' Flagship. Lush explorable environments should be the hallmark of next gen gaming. Lifeless corridor-running/shooting games should die quickly and painfully... This game seesm to following and upping the stakes in this regard without relying on bulking spacesuits to minimize moving/flowing clothing animations. This game is really impressive.
 
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I find it more impressive that they have a nice blend of cover-based gunplay, melee and environmental traversal than just the graphics, and the transition from one to the other is just so smooth.
Indifferent2.gif
 
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