Enough already with Killzone!!!
london-boy said:Enough already with Killzone!!!
SubD said:From http://boardsus.playstation.com/playstation/board/message?board.id=killzone&message.id=73776
"Okay, I'm going to have to lock this thread because it's getting heated again... sigh...
A couple of things to mention though...
First, we have stated up here before that the earlier versions of the PS3 dev kits were not final specs and we could not produce real-time at the proper frame rate on them for E3.
Second, we have stated that the video was done to specs. Let me explain something about game development. There are very, very few development teams that have the time and manpower to do every single bit of the in-game movies themselves and still get the game done. We outsource all the time. One of the benefits to having standard tools in the industry light LightWave and Maya is that you can exchange actual models, textures, etc with others using the same program. That means you can provide assets and offload the work of putting them all together to someone else.
Third, we stated that this video represents what we believe is achievable on the PS3. I'll dance around my NDA restrictions just a bit to say that I've seen graphics coming together at Guerrilla that support this claim.
Fourth, if you look at the credits for KZ1 - you'll see that we used Axis before. Doesn't it make sense to use a proven vendor when you need to outsource work? Especially when under the gun to complete something for a presentation? One who is able to work with your assets and development pipeline? Just think about it...
Tim said:The above is just another confirmation that the Killzone trailer indeed was CG.
SubD said:Stay out of threads if you don't have anything of value to add.
SubD said:
You're a hard man to impress. It absolutely kills anything else in modelling, texuring, animation, physics, smoke effects, etc. etc. Nothing comes close.Hardknock said:Honestly after owning a 360, I'm not too impressed after watching that E3 trailer anymore.
london-boy said:Cause you do?
SubD said:Gee, let's see.
I just provided a direct quote from one of the Killzone developers from six days ago, 12-29-2005, as his final word on the subject, making it clear that the most talked about and debated game trailer ever was not CG and was in fact processed through their existing toolchain to run on actual game hardware.
"waste the website bandwidth"
Coming from the contentless sideshow freak of the B3D forums! Golden!
Third, we stated that this video represents what we believe is achievable on the PS3. I'll dance around my NDA restrictions just a bit to say that I've seen graphics coming together at Guerrilla that support this claim.
bleon said:Could someone explain why CGi experts are qualified to predict whether something is possible in realtime or not?
AFAIK, the methods and algorithms used for rendering in Lightwave etc are totally different from real time rendering which rely on "faking it".
Tim said:
What is that you don't understand? Ferret7 is very clear, the video is not real time - only representation of what they believe is possible on the PS3.
london-boy said:You're wasting bandwidth not only because you're repeating the same things over and over, but because you seem to be blind. The post you quoted only confirms that the video in question IS pre-rendered, although the guy admits that they're reaching the same kind of graphics in studio.
SubD said:Perhaps there is some less technically challenging thread where you can go play in?
Why do people like you bother posting in technical forums?
Coming from the contentless sideshow freak of the B3D forums! Golden!
Whatever.
SubD said:So you don't know the difference between:
1) Rendered in an art package like Maya or Lightwave
and
2) Rendered on devkit hardware to framebuffer grabs
SubD said:...
* Animation sequence(s) are run on early devkit in realtime, but slowly, and recorded out to individual frames - complete with sorting and geometry pop errors from their in progress PS3 engine
A guy pops into view just on-screen in the tunnel area (bit with the flamethrower). And thats an indication of it being "in-game" because ya know, CG is perfect. CG can't have errors. Animators don't make mistakes.Jaws said:I haven't seen the trailer in ages, can you point to where these artifacts are? And are you suggesting the KZ trailer went through the same workflow as Heavenly Sword?
Nicked said:@L-B, alert a mod, don't bother arguing. You can't win against blissful ignorance.
Nicked said:A guy pops into view just on-screen in the tunnel area (bit with the flamethrower). And thats an indication of it being "in-game" because ya know, CG is perfect. CG can't have errors. Animators don't make mistakes.
...
Jaws said:Thanks, I'll have a look.
I'd just like to add that people seem to be arguing semantics, without defining CG, realtime, pre-rendered, FMV, target render etc. etc...IIRC, Heavenly Sword had this blurry definition too...