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Killzone Shadowfall MP Screenshots (Sexy)

My preorder is paid off. I'm hoping this will tide me over until Infamous and the later titles release. I'm trying to avoid too many first wave games as many will be seen as cross gen titles and rightfully so. I may buy them later but only at a large discount.
 
Where the hell is this game?

Day 1 of GamesCom and we have no proper footage of a match? All we have is some crappy off screen vids during the initial press conference.

WTF GG, fix this shit NOW!

Is it even on the show floor?

I thought it was going to be demo'd for an hour?
Ya, kind of curious why we haven't seen any footage yet...
 
So the gamespot guy says the controls feel "sluggish" aka Killzone controls.

Also, R2 is shoot, but you can easily swap that around which is good to hear. He says that he feels it should still be R1 to shoot with the DS4.

This may sound weird but I kind of wish R1/L1 were triggers as I will forever use them in FPSs.
 
Press has gotten to play MP, so I expect off screen footage soon.

I love the description of shootings guns: sometimes you can't see jackshit when ADS'ing because of lens flare, explosions, blast-backs, etc.

I really hope hipfire is as good as K2.
 
So looking at this game and then Crysis 3 and Metro it is without doubt on the same level of graphics as them. What style of artwork of the three you prefer is open for debate, but they are on par tech wise. Now looking at the mid range spec of the ps4 compared to a high end pc it does go to show how much you can pull out of a closed box such as a console compared to pc. Of course as time goes on pc cards will continue to exceed the ps4 and visually the difference will become easier to see.
I see that the ps4 has its 1.84tflops and adding things like APU, unified RAM, Huma, closed box etc does not make the gpu more powerful it just allows it get close to its 1.84tflops in real world performance. So it does make me ask that with a ultra high end card that puts out say 5.0tflops together with an i7 or i5 cpu with up to 16 gig system RAM,etc, how much can it actually put out real world? From everything I have seen I think Carmacks 2x claim would have to be on the mark. Its crazy to see all that wasted tflops you pay for.
 
It does make a difference. A huge one, in fact.

In KZ2 since 32 players was an option, every single lobby was 32 players. People assumed "more=better", but it was a giant clusterfuck and you could never find a well balanced game.

It was off putting to a lot of new comers as well...they'd see nothing but 32 player lobbies, get in a clusterfuck match, and quit.

There was no quality control. By limiting to 24 players, at least Guerilla is making sure that the maximum player count is well balanced and playable, and you can scale down even more from there.

Good decision on their part.
Yup nailed it. They had recommendations for maps such as Blood Gracht which recommended 8 players but nope, KZ2 players were dumb as fuck and made rooms with 32 players on there.

Thankfully there will be official warzones as well as user created ones in KZ SF because we need quality control if the community goes bonkers like in KZ2.
 
Ya, kind of curious why we haven't seen any footage yet...

I think they were having several one hour long sessions for press to play it at some point today. We'll probably get footage from that tomorrow. Today was just the press day and a lot of the stuff they went through was guided. Tomorrow is when things open up.
 
So looking at this game and then Crysis 3 and Metro it is without doubt on the same level of graphics as them. What style of artwork of the three you prefer is open for debate, but they are on par tech wise.

But you don't actually know this. Nobody knows this. Because nobody can properly and accurately gauge the finer complexity of rendering technology used and the performance cost. It's easy to glance over screenshots and observe motion blur, parallax mapping, tessellation, ambient occlusions, reflections, and so on, and make a claim that they're both on par. But you still don't really know what the computation cost is, the size of the levels, and the complexity of the rendering algorithms.

And that's the thing with rendering; the seemingly trivial, smallest little increments in complexity can take massive chunks out of performance. And snappy clever devs find workarounds and tricks to give the impression of more complex rendering than the engine is actually doing. What kind of global illumination lighting is Shadow Fall using, compared to Crysis 3? Meanwhile Metro: Last Light faked all global illumination, yet people thought it was there anyway. What's being tessellated in a single scene, and to what complexity? What's the average texture resolution? What kind of particle rendering system is implemented, especially in terms of soft particles and particle shadows, and the rendering IQ of these effects? How aggressive is the LOD scaling, and asset rendering distance especially for things like grass? What kind of anti-aliasing, and what level of anisotropic filtering? Which of the three games is using pixel accurate displacement maps? How interactive and physics driven is the vegetation and water? How many samples are used for the real time reflections?

Do you see what I mean? Shadow Fall may be right on par with Crysis 3 maxed out. It also may be worse in some areas. And it might even be better in others. All these little changes will make a difference to performance and computing cost, doubly so when you factor in engine optimisation and the hardware being used. We can draw comparisons between engine and rendering capabilities when we're looking at tech documents (which we have, to some extent, for both), but it's really impossible to weigh up the computation cost/value and complexity without knowing the finer details that can, unfortunately, make a massive difference. Two games can use tessellation and real time reflections, but sampling complexity and resolution can make a world of difference in performance.

Don't take any of this as dismissive of Guerrilla's work and the quality of Shadow Fall. I mean, coming off the back of Killzone 2 and Killzone 3, I don't think anybody is surprised (though nonetheless impressed) with their technology teams working magic on this new, modern hardware. But end of the day, when it comes to comparisons to other graphically impressive games, it mostly comes down to face value. At face value Crysis 3 and Shadow Fall are, for many, gorgeously on par. And that's fine. But it also doesn't really offer expanded discussion beyond being just that: face value.
 
It does make a difference. A huge one, in fact.

In KZ2 since 32 players was an option, every single lobby was 32 players. People assumed "more=better", but it was a giant clusterfuck and you could never find a well balanced game.

It was off putting to a lot of new comers as well...they'd see nothing but 32 player lobbies, get in a clusterfuck match, and quit.

There was no quality control. By limiting to 24 players, at least Guerilla is making sure that the maximum player count is well balanced and playable, and you can scale down even more from there.

Good decision on their part.

Yes, 32 was an option and everyone chose that option because people loved it. Why do you think they were all 32 players? Otherwise they would have chosen 24 players.

They limited it to 24 on KZ3 and that game sucked. People dropped it like a hot potato, the market spoke. It was a poor decision.
 
But you don't actually know this. Nobody knows this. Because nobody can properly and accurately gauge the finer complexity of rendering technology used and the performance cost. It's easy to glance over screenshots and observe motion blur, parallax mapping, tessellation, ambient occlusions, reflections, and so on, and make a claim that they're both on par. But you still don't really know what the computation cost is, the size of the levels, and the complexity of the rendering algorithms.

And that's the thing with rendering; the seemingly trivial, smallest little increments in complexity can take massive chunks out of performance. And snappy clever devs find workarounds and tricks to give the impression of more complex rendering than the engine is actually doing. What kind of global illumination lighting is Shadow Fall using, compared to Crysis 3? Meanwhile Metro: Last Light faked all global illumination, yet people thought it was there anyway. What's being tessellated in a single scene, and to what complexity? What's the average texture resolution? What kind of particle rendering system is implemented, especially in terms of soft particles and particle shadows, and the rendering IQ of these effects? How aggressive is the LOD scaling, and asset rendering distance especially for things like grass? What kind of anti-aliasing, and what level of anisotropic filtering? Which of the three games is using pixel accurate displacement maps? How interactive and physics driven is the vegetation and water? How many samples are used for the real time reflections?

Do you see what I mean? Shadow Fall may be right on par with Crysis 3 maxed out. It also may be worse in some areas. And it might even be better in others. All these little changes will make a difference to performance and computing cost, doubly so when you factor in engine optimisation and the hardware being used. We can draw comparisons between engine and rendering capabilities when we're looking at tech documents (which we have, to some extent, for both), but it's really impossible to weigh up the computation cost/value and complexity without knowing the finer details that can, unfortunately, make a massive difference. Two games can use tessellation and real time reflections, but sampling complexity and resolution can make a world of difference in performance.

Don't take any of this as dismissive of Guerrilla's work and the quality of Shadow Fall. I mean, coming off the back of Killzone 2 and Killzone 3, I don't think anybody is surprised (though nonetheless impressed) with their technology teams working magic on this new, modern hardware. But end of the day, when it comes to comparisons to other graphically impressive games, it mostly comes down to face value. At face value Crysis 3 and Shadow Fall are, for many, gorgeously on par. And that's fine. But it also doesn't really offer expanded discussion beyond being just that: face value.

Good post.

You're point about underlying tech made me want to bring up something I've found interesting. I think this gen is going to be one where artistic differences stand out more than the past couple. Nearly every dev that's outlined a next gen engine has have very similar implementations and final goals for their tech. Things like physically based rendering are going to be standard very soon.

sogood.gif
Yep. Glad the weight is still around.
 
Yes, 32 was an option and everyone chose that option because people loved it. Why do you think they were all 32 players? Otherwise they would have chosen 24 players.

They limited it to 24 on KZ3 and that game sucked. People dropped it like a hot potato, the market spoke. It was a poor decision.

LMAO at this logic.

No, it wasn't that everyone loved it. It's because the people starting the lobbies just put it on max.

Reluctantly, this was the ONLY option as the 32 player lobbies crowded out anything that was different. So, even if I wanted to play with a smaller count, it'd take forever for the lobby to fill up and get active, so I'd just have to begrudgingly join a 32 player clusterfuck

KZ3 didn't suck because of the lower player count.

Your reasoning is terribad.
 
This game definitely looks fantastic but its Killzone, and after playing KZ2 & 3 I am not expecting much from the story.
 
But you don't actually know this. Nobody knows this. Because nobody can properly and accurately gauge the finer complexity of rendering technology used and the performance cost. It's easy to glance over screenshots and observe motion blur, parallax mapping, tessellation, ambient occlusions, reflections, and so on, and make a claim that they're both on par. But you still don't really know what the computation cost is, the size of the levels, and the complexity of the rendering algorithms.

And that's the thing with rendering; the seemingly trivial, smallest little increments in complexity can take massive chunks out of performance. And snappy clever devs find workarounds and tricks to give the impression of more complex rendering than the engine is actually doing. What kind of global illumination lighting is Shadow Fall using, compared to Crysis 3? Meanwhile Metro: Last Light faked all global illumination, yet people thought it was there anyway. What's being tessellated in a single scene, and to what complexity? What's the average texture resolution? What kind of particle rendering system is implemented, especially in terms of soft particles and particle shadows, and the rendering IQ of these effects? How aggressive is the LOD scaling, and asset rendering distance especially for things like grass? What kind of anti-aliasing, and what level of anisotropic filtering? Which of the three games is using pixel accurate displacement maps? How interactive and physics driven is the vegetation and water? How many samples are used for the real time reflections?

Do you see what I mean? Shadow Fall may be right on par with Crysis 3 maxed out. It also may be worse in some areas. And it might even be better in others. All these little changes will make a difference to performance and computing cost, doubly so when you factor in engine optimisation and the hardware being used. We can draw comparisons between engine and rendering capabilities when we're looking at tech documents (which we have, to some extent, for both), but it's really impossible to weigh up the computation cost/value and complexity without knowing the finer details that can, unfortunately, make a massive difference. Two games can use tessellation and real time reflections, but sampling complexity and resolution can make a world of difference in performance.

Don't take any of this as dismissive of Guerrilla's work and the quality of Shadow Fall. I mean, coming off the back of Killzone 2 and Killzone 3, I don't think anybody is surprised (though nonetheless impressed) with their technology teams working magic on this new, modern hardware. But end of the day, when it comes to comparisons to other graphically impressive games, it mostly comes down to face value. At face value Crysis 3 and Shadow Fall are, for many, gorgeously on par. And that's fine. But it also doesn't really offer expanded discussion beyond being just that: face value.

Great post. In the end though it's great to see titles like Killzone already putting out such amazing visuals day one of a console launch. Shows how far Sony have gone with making their console a hell of a lot faster/easier to get things up and running.
 
LMAO at this logic.

No, it wasn't that everyone loved it. It's because the people starting the lobbies just put it on max.

Reluctantly, this was the ONLY option as the 32 player lobbies crowded out anything that was different. So, even if I wanted to play with a smaller count, it'd take forever for the lobby to fill up and get active, so I'd just have to begrudgingly join a 32 player clusterfuck

KZ3 didn't suck because of the lower player count.

Your reasoning is terribad.

Why did they put it on max? You keep ignoring that a lot of people like 32 player games, liked the chaos. If you want smaller scale go play CoD. KZ3 MP sucked because of the lower player count, the bad maps and the lack of spawn beacons. It just wasn't as fun as KZ2.
 
Yes, 32 was an option and everyone chose that option because people loved it. Why do you think they were all 32 players? Otherwise they would have chosen 24 players.

They limited it to 24 on KZ3 and that game sucked. People dropped it like a hot potato, the market spoke. It was a poor decision.

When people see a player count, they tend to just max it, with little care about gameplay balance.

If COD allowed 16v16 in all game modes, even on maps designed for 6v6, tons would choose it.

That said, whilst I would like an extra 4 players per team, Killzone: Shadowfall is clearly designed for a maximum of 12v12. 12v12 wasn't the major complaint about Killzone 3, so we'll have to see if the real problems get addressed.
 
But you don't actually know this. Nobody knows this. Because nobody can properly and accurately gauge the finer complexity of rendering technology used and the performance cost. It's easy to glance over screenshots and observe motion blur, parallax mapping, tessellation, ambient occlusions, reflections, and so on, and make a claim that they're both on par. But you still don't really know what the computation cost is, the size of the levels, and the complexity of the rendering algorithms.

And that's the thing with rendering; the seemingly trivial, smallest little increments in complexity can take massive chunks out of performance. And snappy clever devs find workarounds and tricks to give the impression of more complex rendering than the engine is actually doing. What kind of global illumination lighting is Shadow Fall using, compared to Crysis 3? Meanwhile Metro: Last Light faked all global illumination, yet people thought it was there anyway. What's being tessellated in a single scene, and to what complexity? What's the average texture resolution? What kind of particle rendering system is implemented, especially in terms of soft particles and particle shadows, and the rendering IQ of these effects? How aggressive is the LOD scaling, and asset rendering distance especially for things like grass? What kind of anti-aliasing, and what level of anisotropic filtering? Which of the three games is using pixel accurate displacement maps? How interactive and physics driven is the vegetation and water? How many samples are used for the real time reflections?

Do you see what I mean? Shadow Fall may be right on par with Crysis 3 maxed out. It also may be worse in some areas. And it might even be better in others. All these little changes will make a difference to performance and computing cost, doubly so when you factor in engine optimisation and the hardware being used. We can draw comparisons between engine and rendering capabilities when we're looking at tech documents (which we have, to some extent, for both), but it's really impossible to weigh up the computation cost/value and complexity without knowing the finer details that can, unfortunately, make a massive difference. Two games can use tessellation and real time reflections, but sampling complexity and resolution can make a world of difference in performance.

Don't take any of this as dismissive of Guerrilla's work and the quality of Shadow Fall. I mean, coming off the back of Killzone 2 and Killzone 3, I don't think anybody is surprised (though nonetheless impressed) with their technology teams working magic on this new, modern hardware. But end of the day, when it comes to comparisons to other graphically impressive games, it mostly comes down to face value. At face value Crysis 3 and Shadow Fall are, for many, gorgeously on par. And that's fine. But it also doesn't really offer expanded discussion beyond being just that: face value.
Thats actually part if what I am saying. The three games to the eyes look in par. There is nothing one does that makes you go "wow thats more impressive than that". Art direction aside. So for all that extra computing power of high level pc cards and the difference is not really noticable. Its like watching the Sorceror demo on PS4, that made me go "wow" far more than anything on PC has. Yes its a demo, but its running on a ps4 with its silly little jaguar cpu and its 1.84tflop GPU. Have we reached a point of diminishing returns using the current way gpus have gone? Will we not see real improvement in graphics untill ray tracing or something similar?
 
You're point about underlying tech made me want to bring up something I've found interesting. I think this gen is going to be one where artistic differences stand out more than the past couple. Nearly every dev that's outlined a next gen engine has have very similar implementations and final goals for their tech. Things like physically based rendering are going to be standard very soon.

I don't know if it will be more or less or the same as other generations, but art will always triumph. All you have to do is look as the game people are comparing Shadow Fall to, Crysis 3, to see that. There's a good few people here who greatly prefer the look of the first Crysis over Crysis 3, simply due to the latter's art direction. Yet the latter is leaps and bound more technologically impressive in engine capabilities, rendering, and optimisation.

Guerrilla has always had the benefit of not only very talented programmers backing the engine, but an exceptional art team making the best use of what their engines can do.

In the end though it's great to see titles like Killzone already putting out such amazing visuals day one of a console launch.

Yeah, this is what matters post. Guerrilla and others are doing great things already, this early on, and it's only going to get better.

Thats actually part if what I am saying. The three games to the eyes look in par. There is nothing one does that makes you go "wow thats more impressive than that". Art direction aside. So for all that extra computing power of high level pc cards and the difference is not really noticable. Its like watching the Sorceror demo on PS4, that made me go "wow" far more than anything on PC has. Yes its a demo, but its running on a ps4 with its silly little jaguar cpu and its 1.84tflop GPU. Have we reached a point of diminishing returns using the current way gpus have gone? Will we not see real improvement in graphics untill ray tracing or something similar?

Yeah, but you have to remember it's subjective. People were saying similar shit about games like Killzone 3 and Uncharted 2 and 3 this generation around their time of release, calling out the irrelevancy of high end, expensive PC hardware when the PS3 was doing crazy stuff on arguably "dated" technology. Yet for a lot of PC gamers attuned to what high end PC gaming looks like, Killzone 3 and Uncharted 3's lower resolution, anisotropic filtering issues, and other quirks still stood out.

You have to remember that high end PC gaming is and always be an enthusiast market for people who can and want to see the differences, even if they're small and come at a ridiculous computation cost. You're right, a lot of people won't see the difference, but that's the way it's always been and that's largely why people are still very happy to jump on console gaming and be overwhelmed by how pretty the games are. Meanwhile in the PC camp high end users would look at something like this:

image_killzone_shadow_fall-22861-2660_0006.jpg

And wonder if they can transparency super sample to clean up the botchy chain fence at the top of the screen, and supersample or SGSSAA the whole image to clean up the aliased edges on specular and normal maps, as well as the rain. Then jump head first into whatever config.ini they can find and try to increase the LOD rendering resolution of every bloody asset they can. And all this at a fairly substantial computation cost.

Average Joe will barely see a difference, and when they do they probably won't give a shit. But the enthusiasts do see the difference and care enough about it to throw hundreds (if not thousands) of dollars to make the necessary changes. That is, after all, what makes them enthusiasts (and insane).
 
So the gamespot guy says the controls feel "sluggish" aka Killzone controls.

Also, R2 is shoot, but you can easily swap that around which is good to hear. He says that he feels it should still be R1 to shoot with the DS4.

Ugh, I've never played the Killzone games, never owned a PS3 actually, but has anyone who's played a shooter on the showfloor comment on the R1/R2 decision? The Dualshock 3's triggers were awful, are the new one's any good?
 
Which of the three games is using pixel accurate displacement maps?

The only one is Crysis 3. By that I mean there is one tree in the entire game that uses them. Those who have played the game will know. When you stare at it you're fps drops to about 15. I'm pretty sure there is a reason other games do not use it.
 
Ugh, I've never played the Killzone games, never owned a PS3 actually, but has anyone who's played a shooter on the showfloor comment on the R1/R2 decision? The Dualshock 3's triggers were awful, are the new one's any good?

Everyone has said the new triggers are exceptional, both journalists and devs alike. Bungie and DICE particularly seem to love the DS4.
 
Why did they put it on max? You keep ignoring that a lot of people like 32 player games, liked the chaos. If you want smaller scale go play CoD. KZ3 MP sucked because of the lower player count, the bad maps and the lack of spawn beacons. It just wasn't as fun as KZ2.

32 players means all maps need to be made with that in mind, you want devs to make a chaotic un organized game go ahead and ask, don't be surprised if they don't give a damn
 
Ugh, I've never played the Killzone games, never owned a PS3 actually, but has anyone who's played a shooter on the showfloor comment on the R1/R2 decision? The Dualshock 3's triggers were awful, are the new one's any good?

I don't think it's that the triggers are still bad, but that the shape of the controller still emphasizes R1/L1 as the main shoulder buttons. I think that when the PS4 is actually released, we're still gonna see a push from people to have the option of R1 to shoot despite the improved triggers.
 
Why did they put it on max? You keep ignoring that a lot of people like 32 player games, liked the chaos. If you want smaller scale go play CoD. KZ3 MP sucked because of the lower player count, the bad maps and the lack of spawn beacons. It just wasn't as fun as KZ2.

I am with you dude, its was the same crap with Resistance..KZ2 and R1/R2 were one of a kind at that time...
 
Thank you EatChildren. I pre-ordered this game because of you.

Somehow selling people on a game I haven't played and have no intention to get at or anywhere near launch.
 
Somehow selling people on a game I haven't played and have no intention to get at or anywhere near launch.

I was being mostly sarcastic but you actually did remind me to pre-order which I really did do minutes after typing that. I just had a chat with my friends who are all buying it so I must as well.

I do like what I see in the visual department and it also happens to look fun.
 
Was this posted?
Gamespot - MP Impressions

Seems very positive.

Sounds amazing. The weighty feel is music to my ears. I have a good feeling about this one. Get the feeling they've been listening, and I don't mean to the haters who's advice ended up damaging the game despite many of these people not really caring about the title or its success in the first place, but the hardcore Killzone fans who were there from the beginning, loved the original KZ2 Beta and built the dedicated community up.
 
So the gamespot guy says the controls feel "sluggish" aka Killzone controls.

Also, R2 is shoot, but you can easily swap that around which is good to hear. He says that he feels it should still be R1 to shoot with the DS4.

YES. I hope they are not changed at all.

Somehow selling people on a game I haven't played and have no intention to get at or anywhere near launch.

Well Killzone Mercenary ain't getting that many sales, might as well help the Killzone IP helping selling the other game.
 
Sounds amazing. The weighty feel is music to my ears. I have a good feeling about this one. Get the feeling they've been listening, and I don't mean to the haters who's advice ended up damaging the game despite many of these people not really caring about the title or its success in the first place, but the hardcore Killzone fans who were there from the beginning, loved the original KZ2 Beta and built the dedicated community up.

Yeah sounds good. People who don't enjoy the weighty feeling can go ahead and move right on, there are plenty of shooters that will do what you want. Killzone should feel like Killzone.
 
Where the heck is the gameplay, why won't they show a match? I want to see something beside a screen or trailer! C'mom GG.
 
Sounds amazing. The weighty feel is music to my ears. I have a good feeling about this one. Get the feeling they've been listening, and I don't mean to the haters who's advice ended up damaging the game despite many of these people not really caring about the title or its success in the first place, but the hardcore Killzone fans who were there from the beginning, loved the original KZ2 Beta and built the dedicated community up.

KZ2's gunplay required skill.

You had to "finesse" and "harness" your shots to make them hit accurately.

KZ3 removed the skill from the gunplay. It was watered down and boring. Kills weren't satisfying as a result. If I want to play a twitchy pea shooter where the only skill is in reaction time, I'll play CoD.

I hope this returns in KZ:SF...sounds like it from the impressions.
 
You got me.



Ironically I'm buying the former, not the latter.

Lol that's ironic. Some great posts in this thread by the way, regarding tech stuff and it's relation to the PC platform.


Side note and OT, but me being my curious self, I have been meaning to ask you, what's the reasoning behind choosing your user name?
 
LMAO at this logic.

No, it wasn't that everyone loved it. It's because the people starting the lobbies just put it on max.

Reluctantly, this was the ONLY option as the 32 player lobbies crowded out anything that was different. So, even if I wanted to play with a smaller count, it'd take forever for the lobby to fill up and get active, so I'd just have to begrudgingly join a 32 player clusterfuck

KZ3 didn't suck because of the lower player count.

Your reasoning is terribad.
And they set the player count to max because... they didn't think it was that bad. They may not have loved it, but they didn't think it was so bad that they needed to lower the player count. The lower player count people were simply the minority. You're the only one with terribad reasoning.
 
I'm actually very disappointed with Guerrilla on this. Certainly I have some bias against Killzone, and this would've been the perfect time for a new franchise in my opinion. But I'm just not impressed by the visuals.

It might not be because of the tech, but to me Infamous looks better than this.
 
The only one is Crysis 3. By that I mean there is one tree in the entire game that uses them. Those who have played the game will know. When you stare at it you're fps drops to about 15. I'm pretty sure there is a reason other games do not use it.

Its Crytek's own tech and they've said that will use it more in other games, because they introduced this technique very late into Crysis 3 development process and couldnt really utilized it properly.

====
Thats actually part if what I am saying. The three games to the eyes look in par. There is nothing one does that makes you go "wow thats more impressive than that". Art direction aside. So for all that extra computing power of high level pc cards and the difference is not really noticable. Its like watching the Sorceror demo on PS4, that made me go "wow" far more than anything on PC has. Yes its a demo, but its running on a ps4 with its silly little jaguar cpu and its 1.84tflop GPU. Have we reached a point of diminishing returns using the current way gpus have gone? Will we not see real improvement in graphics untill ray tracing or something similar?

I dunno, i really want to see other game that does vegetation like Crysis 3. Its leap and bound over anything we've seen and if thats not impressive, i dont know what is. Vegetation solely makes me want Elder Scroll game on CE 3.5.
Dark Sorcerer is outstanding, but its single room with max 3 characters, actually Infiltrator demo is better showcase of maxed out technology, because its using tons of advanced stuff and very high quality assets on great scale in dynamic environment.

Crytek could do similar tech demo as Epic or QD, but they dont waste resources on standalone tech demos, everything You see in tech demos are from real games and most technologies they are developing are because some game just needed it.
A think this cutscene at the beginning is the only example we have of whats CE is capable off and i'm pretty sure that most of that stuff are actual game assets on higher settings than Xbone.
http://www.youtube.com/watch?v=Ru9LrKZm3R0
====


Actually we know quite much about both games to compare them technologically and Crysis 3 is clearly superior. Basically Crysis 3 does everything KZ:SF does, but more and many times with much higher precision [like DoF or MB].

--
Ps. Is KZ:SF MP playable on GC?
 
I'm actually very disappointed with Guerrilla on this. Certainly I have some bias against Killzone, and this would've been the perfect time for a new franchise in my opinion. But I'm just not impressed by the visuals.

It might not be because of the tech, but to me Infamous looks better than this.
Well, they're working on a new IP.

Its Crytek's own tech and they've said that will use it more in other games, because they introduced this technique very late into Crysis 3 development process and couldnt really utilized it properly.

====


I dunno, i really want to see other game that does vegetation like Crysis 3. Its leap and bound over anything we've seen and if thats not impressive, i dont know what is. Vegetation solely makes me want Elder Scroll game on CE 3.5.
Dark Sorcerer is outstanding, but its single room with max 3 characters, actually Infiltrator demo is better showcase of max out technology, because its using tons of advanced stuff and very high quality assets on great scale in dynamic environment.

Crytek could do similar tech demo as Epic or QD, but they dont waste resources on standalone tech demos, everything You see in tech demos are from real games and most technologies they are developing are because some game just needed it.
A think this cutscene at the beginning is the only example we have of whats CE is capable off and i'm pretty sure that most of that stuff are actual game assets on higher settings than Xbone.
http://www.youtube.com/watch?v=Ru9LrKZm3R0
====



Actually we know quite much about both games to compare them technologically and Crysis 3 is clearly superior. Basically Crysis 3 does everything KZ:SF does, but more and many times with much higher precision [like DoF or MB].
Rewatch it.
 
Killzone's MP isn't made to be similar to something like Battlefield or other open-level shooters. It wouldn't suit it. It's a down to the ground, in your face infantry faceoff on smaller scale maps. 24 players is perfect.

Well said.

The 32 player cluster fucks in KZ2 got old after the first week.

I also like how there's only 3 classes now. I saw a healing plus sign, so if I had to guess;

Medic

Scout/Sniper/Cloak

Assault/Gunner or Mechanic/Engineer

Either way, this game looks tits.
 
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