Ian! We are ready to hear the first official Dead Space 3 info. Ready......... aaaaaand..... GO!
*leans forward*
I think you will have to settle for our three leaks so far.
Ian! We are ready to hear the first official Dead Space 3 info. Ready......... aaaaaand..... GO!
*leans forward*
I think that was the whole point, to be overran as you made your way to the marker. I mean there were thousands of necros swarming it, of course they're going to keep coming for you. Just a mad dash to the marker, trying to hold enemies back till the doors shut. I kind of liked it. It was different and a nice change of pace from the "shoot the legs off enemies til room is cleared" from the rest of the game.OK, so I'm near the end of this game.running around trying to get outside to the Marker I assume after I stab myself in the eye
Actually, that little staged item is rather fitting since at this point in the game I want to do exactly that to myself. This game has really fallen apart in the final few acts. Now I'm just running through corridors with endless necromorphs, no chance to stop and buy ammo, and the drops are horrendous, and it's just a mindless shootout, while I try to statis these new creatures long enough to get through doors.
It's really an exceedingly disappointing final few acts, but the game really overstayed its welcome shortly after you. I swear, the game just feels like it's going on forever and the fact these last bits are just endless corridors with far too many necromorphs to handle is really damn annoying and souring me on the whole game. I can't believe this crap made it by playtesters after the pretty solid remainder of the game.get off the Ishimura again
1.) It sounds like the next Dead Space is on Frostbite 2
So I was trying to dig up that Army of Two resume to make fun of Nintex's assertion that EA's 2012 games are all for next gen platforms when I noticed a couple of interesting things.
1.) It sounds like the next Dead Space is on Frostbite 2, or some of the team have moved on to a new title. I'm unsure, because establishing the look and style would make sense for both as Frostbite would cause some large visual changes they would have to deal with. This does kind of sound like a new IP though:
2.) Visceral Melbourne was working on porting something to Vita at one point:
DS3 on Frostbite 2? That's... odd.
I don't know if that would work out so great (on consoles at least)
What Engine is Dead Space using anyway?
That's it, you jerkstores have bumped this thread one too many times. Now I gotta replay DS2, I'm ashamed over the fact that I've only played through this game, which incidentally is a contender for my personal goty, once from start to finish .
Is there going to be anymore DLC or has the well run dry? I would love to have another side story.
I was replaying it a couple of weeks ago before I got Vanquish. Playing with new game+ is pretty nice. Switching between the different armors, upgrading the weapons. It's an easier ride through the second time. There's been one/two spots that still made me jump in my chair, lol.That's it, you jerkstores have bumped this thread one too many times. Now I gotta replay DS2, I'm ashamed over the fact that I've only played through this game, which incidentally is a contender for my personal goty, once from start to finish .
Oh god RAGE!!!!!!!!!!!!!!! I just realized that we can't even get the dlc on pc...
Monkey Pants, CodeCow et al. Please.... please for the love of god write some angry post its and put them on the desk of whoever has the power to make it happen.
Do a Hard to the Core run. It'll put hair in places you didn't even know you had places.
You deserve to treat yourself sir!
I was replaying it a couple of weeks ago before I got Vanquish. Playing with new game+ is pretty nice. Switching between the different armors, upgrading the weapons. It's an easier ride through the second time. There's been one/two spots that still made me jump in my chair, lol.
I don't know much about programming but I think this could be because they removed the loading times between levels and streamed them instead.They're using the internal one they've been modifying for a while.
I believe it was used in their James Bond games, Lord of the Rings games, The Godfather, Dead Space, and Dante's Inferno.
It's gotten a lot more investment over the years, but it is still based on technology that was architectured a long time ago with licensed games budgets in mind.
I was fully expecting them to use it for Dead Space 3 and then drop it heading into next gen. I'm not sure if the above resume or not suggests that they're just making a new IP on Frostbite 2, or if they've moving Dead Space over sooner than expected.
The reason I was expecting the switch though is that Dead Space 2 released in 2011, but lacked any kind of DirectX 11 support, largely had small environments, and the multiplayer seemed rather contained/smaller scale in ways that suggested to me there were probably technological reasons for it as well.
That and EA is switching over basically every other Visceral (and otherwise) core targeted franchise to the engine. The next Army of Two and this unknown game are using it, and Command & Conquer: Generals 2 is as well, which used to be part of their division.
But basically they're trying to get all of their franchises on an engine that can transfer console generations and still be top of the line, since otherwise they have to start over instead of being able to save a ton of time and progress.
But yeah, I still wasn't expecting it yet, but so far we have no leaks in regards to the game gameplay or technology wise, so we'll have to wait and see.
Sniff :'( I'm crazy about DS too.
I bought DS1 on 360 3 times, gave away 2 copies to friends and convinced several others to buy it back in the day as well.
Unfortunately I've sold off my consoles by now and am as such stuck with the dlc-less pc version which for all intents and purposes is an amaaaazing version of the game in all aspects. Just wish they'd at least give the people a chance to buy it.
The real question is, can you afford to NOT buy a new console and play Dead Space 2 and the DLC?
You should make the purchase and play it before it's too late!!!!
Oh I do have DS2 on pc, just not the dlc. I'm foolishly waiting, and praying to god/jesus/budda/Gabe/Kotick/The Marker that the dlc will soon show up and make love to my heart.
*keeps praying*
It kind of depends on how you implement the streaming. I get the impression it doesn't stream every frame like Frostbite does because the game actually locks the doors and hatches behind you pretty frequently so they can unload that area from memory and never have to worry about loading it again.I don't know much about programming but I think this could be because they removed the loading times between levels and streamed them instead.
....though I guess that would actually cause bigger and not smaller levels so I might be wrong.
It's also interesting how only Dead Space seems to be the game where the engine really shines, can't remember any of the other games ever being praised for good graphics.
I feel this says a lot about the strength of the team as opposed to the strength of the technology..
My sentiments exactly, and this goes both way of course. The discrepancies between games made by different teams using the same engine can be huge.
On another note,I wonder, how has DS2 performed financially?
Well
Good to hear, I really want the DS franchise alive and kicking. Seeing EA themselves place the franchise among their other major lineups is rather reassuring. After all critical acclaim only goes thus far in this day and age, so here's hoping the next installments sells even better .
<3
edit : oooh shiii... it's on :
My mam got me an early Christmas prezzie by getting this done for me. Got free stuff too!
Sometimes I forget how good this game can look.
Thanks for the insight.Technologically speaking, our engine is uniquely tooled towards small spaces with lots of detail on the walls and edges. Has to do with deferred rendering and stacked-up polygons being very expensive.
But in exchange for that we get great, alive lighting and shading and VFX, so we choose settings and set-ups that pay off on those aspects.
The loading is handled the same way in DS1 and DS2. The Level Designers manage it by hand, streaming in what they need when. It's very labor intensive but allows us to control things tightly. Sometimes we lock doors behind you (or have other things happen) if there's no way we can have a big set-up happen and also potentially allow you to backtrack to another big set-up you just went through.
In DS1 we had the tram/map fiction, in DS2 we just got rid of that, and streamed the whole game in sequence. The "Chapter 5" call outs in the corner are just window dressing. Sometimes we're not even loading anything then!
More of this would be awesome to read. Company secrets can be spoileredTechnologically speaking, our engine is uniquely tooled towards small spaces with lots of detail on the walls and edges. Has to do with deferred rendering and stacked-up polygons being very expensive.
But in exchange for that we get great, alive lighting and shading and VFX, so we choose settings and set-ups that pay off on those aspects.
The loading is handled the same way in DS1 and DS2. The Level Designers manage it by hand, streaming in what they need when. It's very labor intensive but allows us to control things tightly. Sometimes we lock doors behind you (or have other things happen) if there's no way we can have a big set-up happen and also potentially allow you to backtrack to another big set-up you just went through.
In DS1 we had the tram/map fiction, in DS2 we just got rid of that, and streamed the whole game in sequence. The "Chapter 5" call outs in the corner are just window dressing. Sometimes we're not even loading anything then!
Technologically speaking, our engine is uniquely tooled towards small spaces with lots of detail on the walls and edges. Has to do with deferred rendering and stacked-up polygons being very expensive.
Technologically speaking, our engine is uniquely tooled towards small spaces with lots of detail on the walls and edges. Has to do with deferred rendering and stacked-up polygons being very expensive.
But in exchange for that we get great, alive lighting and shading and VFX, so we choose settings and set-ups that pay off on those aspects.
The loading is handled the same way in DS1 and DS2. The Level Designers manage it by hand, streaming in what they need when. It's very labor intensive but allows us to control things tightly. Sometimes we lock doors behind you (or have other things happen) if there's no way we can have a big set-up happen and also potentially allow you to backtrack to another big set-up you just went through.
In DS1 we had the tram/map fiction, in DS2 we just got rid of that, and streamed the whole game in sequence. The "Chapter 5" call outs in the corner are just window dressing. Sometimes we're not even loading anything then!
That's actually one thing I really wanted to ask about.The internet is full of info on deferred rendering, I'm sure, and I'm just on the art side, so I'm a poor spokesman for it, but the end result is that you have to think about performance differently than just number of polys.
We're not usually bound by how many polygons there are, but instead on how many passes each pixel on the screen gets. Stacking up polygons in front of the camera gets exponentially expensive, whether they're transparent or not (although that makes it worse). Also, having a pixel touched by a lot of lights hurts. You could kill our framerate with just 8 polygons if they all covered the entire view and stacked up.
What's that mean in the end?
Spaces with a lot of detail in the middle where it can layer over the background, or several big lights that wash over the whole scene (i.e. The Sun) are very bad for our engine.
Spaces with lots of detail around the perimeter (lots of bits on the walls) work well because you can't stack them up in the view. Spaces with lots of lights that have quick fall off so they only affect a small area work great, especially because those lights can be dynamic (flickering, turning on/off, etc.).
Spaces that offer a lot of freedom of direction are hard because our LDs can't manage the streaming well.
They also tend to lend themselves to man-made areas and light sources like spaceship hallways, which is why we made the engine like that in the first place. If we stick to these rules we can push more than almost anyone else.
As we attempt new things, we're broadening the capabilities of the engine so we have more freedom.
Is the primary reason that an automated and/or per frame streaming approach won't work the fact that not every platform has a guaranteed storage device?Monkey Pants said:Spaces that offer a lot of freedom of direction are hard because our LDs can't manage the streaming well.
That's actually one thing I really wanted to ask about.
Isn't the tile based deferred shading implementation in Frostbite 2 an attempt to address the issue of having lots of overlapping lights while still using a deferred renderer?
Or is the culling implementation they refer to just them removing lights from the calculation until it becomes cheap enough to calculate?
I'm sorry, but when I read your questions all I hear is this.
I'm not sure about DICE's approach so I can't really say. Frostbite does use deferred, but I know it's different than ours. Maybe Codecow can chime in.
When it comes to being more open, we mostly realized that the type of game we wanted to make just didn't call for a GTA style open world streaming solution. Once we knew that, we didn't invest in one. It was sort of a chicken and egg thing. We also then didn't make LODs for our assets, as that's a huge production cost and the type of game we were making just didn't call for dynamically seeing things from far away and then getting close to them.
Same goes for HDR. Our engine doesn't have it, even though that's pretty common these days. We just don't go into really bright spaces much, fictionally, so no one really misses it.
Maybe it does for 3 or 4?Thanks!
I was mainly wondering since I was trying to think of whether there was any practical reason to actually switch technology even when changing generations.
Given how fast your production cycles are, I figured that productivity certainly wasn't an issue, so I was wondering if any of the other benefits Frostbite 2 gave actually made sense for Dead Space.
I get the impression that they likely don't though, because as you said, Dead Space doesn't actually need to have large, open environments that can get dynamically altered in unpredictable ways.
The animation system is also - to my understanding - a separate internal middleware, and it's not like Dead Space has animation issues anyway, so that doesn't seem especially pressing either.
Maybe it does for 3 or 4?
Technologically speaking, our engine is uniquely tooled towards small spaces with lots of detail on the walls and edges. Has to do with deferred rendering and stacked-up polygons being very expensive...