• Hey Guest. Check out your NeoGAF Wrapped 2025 results here!

Another Perfect Dark Zero Preview

...running on an alpha dev kit that held only 25 to 30 percent of the Xbox 360’s proposed power...

...

...on a fraction of the console’s final power.
Uh huh. So visuals are just going to magically improve when you port the code over? Or is all this alpha kit stuff just talking points to keep the perception of the 360's power as high as possible?
 
Not impressed.

Only multiplayer impressions - I never played multiplayer perfect dark. I liked the single player alot. MS better not limit the single-player in favour of multiplayer just because of LIVE :/

Sounds like the xbox version ported over with new textures. Low poly characters and environments. Might look nice though if the comments about lighting are correct.

Not much character choice? Because they don't want to confuse noobs with too much choice? So they restrict one of the few options a noob would understand (what do you want to look like), and yet still have 50 gazillion multiplayer options to wade through?

I'm sure it'll rock, but I ain't buying it just for multiplayer.
 
Gahiggidy said:
Uh huh. So visuals are just going to magically improve when you port the code over? Or is all this alpha kit stuff just talking points to keep the perception of the 360's power as high as possible?

No, all of it is a lie just like you suspected. Infact, it's the XBox360 that's only 2~3 times as powerful as GC! They've spent 500+ million transistors to optimise hardware accelleration for Texas Hold'em online in 3D!
 
Gahiggidy said:
Uh huh. So visuals are just going to magically improve when you port the code over? Or is all this alpha kit stuff just talking points to keep the perception of the 360's power as high as possible?

They did say it looked gorgeous. So it seems the builds being shown off behind closed doors are closer to the final graphics, but suffer in framerate. That should improve as they get towards final kits.

Seems like the MTV version had everything turned off in a desparate attempt to get the framerate up for public consumption (or is just a network test build)
 
Even if a bunch of effects have been disabled the environments still look boxy. There's no way this game is going to look good if it launches with Xbox 360 in November.
 
cybamerc said:
Even if a bunch of effects have been disabled the environments still look boxy. There's no way this game is going to look good if it launches with Xbox 360 in November.

Why not? Tons of awesome-looking FPS games have 'boxy' environs...like Half-Life 2, F.E.A.R., or UT. It's a matter of textures and shader effects, as well as the general level of design that matters when you're looking at an FPS. It'll look fine by the time it ships...the question should be, 'just how fine will it look?'
 
MightyHedgehog said:
Why not? Tons of awesome-looking FPS games have 'boxy' environs...like Half-Life 2, F.E.A.R., or UT.
None of those games are awesome looking IMO. Certainly not by next-gen standards. The outdoor environments in HL2 seem far more complex however than what we've seen of PD0 so far.
 
tl;dr

Does he/she/it mention how fast the game plays, in terms of walking speed, aiming, kills etc? Slow (Halo/2), medium (FarCry-ish) or fast (Quake)? Any mention of adjustible sensitivity?
 
Uh huh. So visuals are just going to magically improve when you port the code over? Or is all this alpha kit stuff just talking points to keep the perception of the 360's power as high as possible?

Actually, the Alpha kits are running at 0.326859%! Seriously, the figure keeps changing!

Most developers I've heard talking about Alpha Kits said they were running at about 40%, so, by the laws of maths, the finished titles should be about two-and-a-half times more impressive! Realistically, I imagine things will just look a bit cleaner and run a bit smoother in motion. So what you see in still screens probably won't change too much between now and November. Wall Guy anyone?
 
That would be true if the games were all finished, but development is still ongoing, some games will change plenty in the next 6 months, not just in terms of framerate and AA.
 
That would be true if the games were all finished, but development is still ongoing, some games will change plenty in the next 6 months, not just in terms of framerate and AA.

It's true that developers continue to work on projects right up until about four weeks before a game hits the shelves, and Microsoft's projects have a tendency to go from mediocre to sublime in seemingly no time at all - just look at RalliSport Challenge, Forza and Halo for proof of that. But with final kits not arriving until July, that really doesn't leave much time to iron out bugs. In fact, it's about 12-15 weeks.
 
the dev kits are running on x800xts or x850xts. That means they dont have some features such as SM3.0 amongst other things. its not as simple as xx% of the power.
yes the final hardware will be more powerfull in terms of raw power, but it will also have visual effects that might be disabled in the build of PD weve seen at the MTV presentation
 
All of these "behind closed doors" previews claiming that the game is a graphic miracle, are annoying. I haven't seen one in-game screenshot that has proven otherwise.
 
ToxicAdam said:
All of these "behind closed doors" previews claiming that the game is a graphic miracle, are annoying. I haven't seen one in-game screenshot that has proven otherwise.

To quote Penny-Arcade:

Screenshots have really lost their ability to communicate today's games - it's already true for this generation of 3D acceleration on PCs, and every time I see a game actually moving on a next generation console it really drives the point home. So many visual gains now arise from the behavior of simulated light and the surface contours revealed thereby. Screens just don't evoke it.

In otherwords, wait to see it in motion. When every single preview says it looks great, I'm inclined to believe'em.
 
This place never disappoints, does it? This negativity seems more and more forced with each positive preview of this game. The game is going to look good, deal with it.
 
Kid Chameleon said:
But with final kits not arriving until July, that really doesn't leave much time to iron out bugs. In fact, it's about 12-15 weeks.

4 years of developement and it all comes down to the last 3 months before release?

Its been said before, but I'll say it again: WTF RARE?!?
 
Hajaz said:
the dev kits are running on x800xts or x850xts. That means they dont have some features such as SM3.0 amongst other things. its not as simple as xx% of the power.
yes the final hardware will be more powerfull in terms of raw power, but it will also have visual effects that might be disabled in the build of PD weve seen at the MTV presentation

Like I reported on Condemed at E3, they had to turn off several FXs they already had implimented in the engine, just so that the game would be playable on the Alpha kits at E3. Some of them were significant, like soft shadows on Condemed (I hate hard edged shadows).
 
akascream said:
So visuals are just going to magically ruin a potentially fun game?

This is the kind of stuff that makes me wonder were all the hype for Perfect Dark is coming from. The original game was fun and good but the setting blew. It started out ok then just went right into the toilet with Elvis and the aliens. It started out with a little Blade Runner then turned into.. I dunno some rated G version of Aliens staring ET. I was expecting the graphics to make up for the lame story. There are so many good FPS out there now it's really the graphics that set them apart.
 
PlayStation Tree said:
4 years of developement and it all comes down to the last 3 months before release?

Its been said before, but I'll say it again: WTF RARE?!?
Who cares as long as the final product turns out good.
 
PlayStation Tree said:
4 years of developement and it all comes down to the last 3 months before release?

Its been said before, but I'll say it again: WTF RARE?!?

It's safe to say that nearly all games come down to that last crunch period, when the real polish comes in. Halo of course is the best example of a game pulling out of a nse dive, both visually and otherwise. (Halo got a huge last minute upgrade when specular maps and bump maps were added in the last couple of months, for starters).
 
GhaleonEB said:
It's safe to say that nearly all games come down to that last crunch period, when the real polish comes in. Halo of course is the best example of a game pulling out of a nse dive, both visually and otherwise. (Halo got a huge last minute upgrade when specular maps and bump maps were added in the last couple of months, for starters).

I get this, but the fact that the game doesn't even look as good as current PC games or even Halo 2 is strange IMO. I mean, were the launch PS2 games looking worse than PS1 games 5 months before launch?

And again, it's just the fact that Rare had so much time with this game. I'm no developer, but I would think all of the game environments and mechanics would be 100% done by time they recieved the final dev kits, and the last 6 months or whatever should have been used excusively for the final touch ups on graphics.
 
The revelation that the character models were only composed of approximately 5000 polygons was met with a passionately negative response, but the statistic is misleading. Pixel shaders bring the presentation to the next level, as advanced techniques such as normal mapping bring enhanced depth to relatively simple shapes.

Ok, so here's the shot in the dark. The outdoor scenes when the light makes the characters look plastic with the normal mapping, makes the model more appealing right? I'm assuming then, when you're in a dark zone (wallguy) you don't see these effects on the model as well and you can really tell it's made up of 5000 polygons. Just my take on why some screens look like crap compared to others.
 
specular lighting makes things look plastic. And humans and crows for that matter love shiny things thus they exaggarate the specular lighting on the models hence also why it is overexaggarated when using normal mapping technique for the models.

Anyway what we have seen of PD0 so far is a horrid rendition of a so called next gen game.
I really hope they will improve the animation, textures, lighting, models and effects to a nextgen level. But I am not entirely sure they will do that.
 
PlayStation Tree said:
I get this, but the fact that the game doesn't even look as good as current PC games or even Halo 2 is strange IMO. I mean, were the launch PS2 games looking worse than PS1 games 5 months before launch?

And again, it's just the fact that Rare had so much time with this game.
I agree. I think we all expected this game to look way beyond what the screens have shown so far. The game sounds ace in the gameplay department, but it will continue to get shitted on if it doesnt look much better than games we're seeing right now IMO.
 
whats parallax mapping? Is it just a fancy way of getting reflections of the ceiling in the floor, so the reflections move more slowly than the floor itself, giving a parallax effect?
 
mrklaw said:
whats parallax mapping? Is it just a fancy way of getting reflections of the ceiling in the floor, so the reflections move more slowly than the floor itself, giving a parallax effect?


parallax mapping = bump mapping on 'roids
 
mrklaw said:
whats parallax mapping? Is it just a fancy way of getting reflections of the ceiling in the floor, so the reflections move more slowly than the floor itself, giving a parallax effect?

It's like bump mapping which gives 'real' displacement, so that high parts of the texture can obstruct the view of lower portions and give a sense of depth, depending on the camera's viewpoint. I think.
 
It's probably worth remembering that almost all of the screens and footage so far have been of the multiplayer levels - levels designed to cater for 50+ players simultaneously. It might not look much better than some Xbox1 games, but with 50 characters being rendered...

And perhaps the single player game already looks much better but wasn't stable enough to be shown at E3.
 
I wonder how many people are working on Conker for Xbox1 right now? 30? 40 perhaps? Because come the end of June when Conker launches, they'll all be free to work on other projects. If the final dev kits are shipping during July, then all those people will be ready to start putting the finishing touches to Kameo and PDZ using the complete development tools.
 
blackadde said:
It's like bump mapping which gives 'real' displacement, so that high parts of the texture can obstruct the view of lower portions and give a sense of depth, depending on the camera's viewpoint. I think.

you mean like the bumps on the killzone 2 car wheels?
 
compare.jpg


Like this. Note that parallax maps from real artists and not programmers will probably look better than this example...
 
So it can extrude a texture so that it obscures other elements of the same texture, to give a more accentuated bump effect, but still restricted to the texture face?

Looks really nice though.
 
Top Bottom