Mama Smurf said:Ermmm...I'd hope it'd look a hell of a lot better than that. We have better character models this gen.
Mama Smurf said:Ermmm...I'd hope it'd look a hell of a lot better than that. We have better character models this gen.
Mama Smurf said:I know it's a work in progress, but that sucks.
element said:looks a little different then when I saw it so long ago.
I dont know if I would want to have that shot released. Look, everything is floating
DeanoC
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PostPosted: Fri Sep 03, 2004 11:30 am Post subject: Reply with quote
http://www.eurogamer.net/article.php?article_id=56503
These guys made Kung Fu chaos, right?
seismologist said:why do all next gen games have bad art?
I haven't. I didn't release the shot.Panajev2001a said:Oxygen, I would never release anything on a public forum that was intended to stay private.
the times I have seen it, it has been over 10 FPS.DeanoC posted that info himself and as the interview says, that code is running on modern PCs not at 10 fps like Unreal Engine 3.
The power will be there for developers to do U3 looking graphics. But the time and staff needed to make the assets to achieve that look is going to be out of reach for 80% of developers in the world.oxy, are you expecting most games to look up to the level of U3, or is that Heavenly Sword thing more standard?
element said:I haven't. I didn't release the shot.Oxygen, I would never release anything on a public forum that was intended to stay private.
they are owned 100% by Argonaut.B E N K E said:It's all about getting in early and having a shout of getting a decent publishing deal for independents lika Just Add Monsters. I hope they can proceed with the project, next generation will be tough for small independents trying to pitch original IPs.
element said:im confused. I'm on cruch. mind not working at 100%.
Bah Redbull is weak.it seems like you need Redbull
Or we have an early case of the Mundays
Newbie said:Never EVER say that
kaching said:Looks God of War with some higher res assets thrown around. *shrugs* I doubt that's the pinnacle of what next gen hardware will be able to do, but it's not really hard on the eyes either.
DeanoC
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New postPosted: Fri Sep 03, 2004 3:41 pm Post subject: Reply with quote
I've now seen the movie so I can comment properly (now I know what I can mention and what not Wink )
Its worth nothing, its a game demo not a tech demo (well a few bits are). Surprised they decided to release it to the public, I guess it will help hype/public awareness.
To answer a couple of specific points, the last army scene (with the exploding guys) has no shadows as it has twice as many people as the other army scenes. We are CPU bound on PC in the army scenes at the moment and the extra shadow state change hurts. The army demos were done very quickly (about 1.5 programmers for 1 month) and we have learnt alot about rendering that many animating objects (each bloke is running a indepedent animated skin system). The main reason (apart from the cool demo factor Smile ) for the army is so the designers have a minimum number of people they can have on screen. We know we getting lots of CPU power in future, so we are certain the armies will scale well.
And yes dead enemies do sometimes float Embarassed Damn bugs Sad
Most of the day to day work is done on P4 3.0Ghz with ATI 9800 Pro's. The movie would have been made on a P4 3.4Ghz with a X800 (12 pipe) in it (that machine has a massive projector (we get to watch HS on a 10 foot screen Smile ) which we use for our meetings etc.). We have a bunch of NV40 to explore PS3.0 but the X800 (we currently only have the one) is a clear winner speed wise so is used for demo's etc.
Its worth noting that we manage to be bottlenecked by CPU, vertex shader or fill rate at various times in the demo. The exterior (the name we give the bridge bit) use lots of fill rate due to stencil shadows used for the distant shadows, the interior (the main bit with the girl kicking arse (well if your any good) ) is also fill rate bound. Army scene with the guys avoiding things is CPU bound, as it the 800+ demo. Fewer guys with less to think about (no avoidance) are vertex shader bound.
You can tell its real by that red line box that visible on some scenes. Thats an indiactor that you are using the 'debug' camera. Lets you fly around, guess they used it to get good camera angles.
Gerber said:Wow Slo you are like the smartest man of the day.
Yeah sorry I'm late on this one, I was playing Outrun 2 tonightIJoel said:This sux!
Those movies are torrents.
BLIMBLIM! Come to our rescue!
Blimblim said:Yeah sorry I'm late on this one, I was playing Outrun 2 tonight
Direct download there : http://www.xboxyde.com/news_995_en.html