FFXIII and FFVersusXIII direct feed HD realtime shots from IGN (56k stuck on SD)

7Th said:
Winner of this thread: ARMPITS

final-fantasy-xiii-20080826034702444.jpg

That's one of the most impressive pics of the bunch. When the first scans came out I could've sworn it was CG. :P
 
WrikaWrek said:
Yeah i thought he was talking about her body too.


Priorities i guess.
Funny thing is...is that I was going to try and make a cross reference joke but said NVM.

Anyways..
Everything just seems (and probably is) prebaked.

This shot SEEMS to have SOME dynamic shadows..
final-fantasy-versus-xiii-20080826034423278.jpg
 
lighting in the game is pretty subtle..but there is self shadowing etc....honestly, I doubt there will be much to complain about graphically when the game ships....summons are going to look insane
 
nelsonroyale said:
lighting in the game is pretty subtle..but there is self shadowing etc....honestly, I doubt there will be much to complain about graphically when the game ships....summons are going to look insane
Looks to be pre-baked though..
 
mr_nothin said:
More like dynamic shadows...
There's already bloom in there.
The game obviously has dynamic shadows, they just aren't as overwrought as in many other titles. I haven't seen a single game on consoles where hard self-shadowing on humanoid characters actually improved the overall visual impression for me. Low-res shadowmaps with artifacting on character faces = donotwant.jpg

Also, Lightning (the character) has a more than ample bosom.
 
Durante said:
The game obviously has dynamic shadows, they just aren't as overwrought as in many other titles. I haven't seen a single game on consoles where hard self-shadowing on humanoid characters actually improved the overall visual impression for me. Low-res shadowmaps with artifacting on character faces = donotwant.jpg

Also, Lightning (the character) has a more than ample bosom.
Who said anything about hard shadows?
And how does the game obviously have dynamic shadows?
 
Versus shots reminded me of the opera theater from Parasite Eve


So now I'm excited over a final fantasy game. I feel dirty
 
Durante said:
Because the characters cast shadows? Do you actually mean something other than "dynamic shadows"?
That doesnt make them dynamic...
Characters in Counterstrike Source also cast shadows....
 
The lightning on her arm in the "armpit" pic looks damn good. Best thing about these pics and it looks like she strikes a pose just for the heck of it. ;)
 
mr_nothin said:
Funny thing is...is that I was going to try and make a cross reference joke but said NVM.

Anyways..
Everything just seems (and probably is) prebaked.

This shot SEEMS to have SOME dynamic shadows..
final-fantasy-versus-xiii-20080826034423278.jpg

It's pretty clear that shot exhibits dynamic shadows unless you're blind.
 
This once again proves to me that 99% of the reason I'm a gamer is related to Final Fantasy.... for 15 years now.
 
mr_nothin said:
That doesnt make them dynamic...
Characters in Counterstrike Source also cast shadows....
I think you should read up on the terms you use. As soon as any moving object casts a shadow it is by definition dynamic.

jett said:
It's pretty clear that shot exhibits dynamic shadows unless you're blind.
Dynamic shadows are clear in every shot. The one you picked is great though because it also clearly shows dynamic self shadowing. (Very impressive soft dynamic self shadowing with only minimal artifacting at that)
 
jett said:
It's pretty clear that shot exhibits dynamic shadows unless you're blind.
Ummm, I kind of pointed that out.
That's why I picked that shot.

But I was mostly talking about the lighting in FFXIII (and no i'm not saying it because its a multiplatform game)
 
mr_nothin said:
Ummm, I kind of pointed that out.
That's why I picked that shot.

But I was mostly talking about the lighting in FFXIII (and no i'm not saying it because its a multiplatform game)

final-fantasy-xiii-20080826034702444.jpg


The right hand of the soldier is casting shadows on himself....so uh ok. There you go.
 
Durante said:
I think you should read up on the terms you use. As soon as any moving object casts a shadow it is by definition dynamic.

Dynamic shadows are clear in every shot. The one you picked is great though because it also clearly shows dynamic self shadowing. (Very impressive soft dynamic self shadowing with only minimal artifacting at that)
Wtf?
Maybe you should look up the term (basically it's usage in terms of video games).
Of course the shadows are going to move.
It's not like im saying that her shadow will stay in 1 spot while she walks around. That would be retarded.
 
mr_nothin said:
Wtf?
Maybe you should look up the term (basically it's usage in terms of video games).
Dynamic shadowing in realtime computer graphics in general and video games in particular refers to shadows that are computed at runtime (as opposed to static shadows that are bre-baked into a lightmap during an offline process). As moving objects can't have pre-baked shadows, any shadow cast by a moving object -- such as a character -- is by definition dynamic. This was already common last gen.

Then there's self-shadowing, which means that an object can recieve shadows cast by itself. Like a character's arm casting a shadow on his torso. This was rare last-gen and is more common now, but presents artifacting problems in many cases, especially on human faces. (Eg. in Mass Effect)

Orthogonally to that, there is the distinction between hard and soft shadows, the latter being much more expensive to compute especially at high quality. Some relatively fast shadow map filtering techniques supported in current hardware produce dithering-like artifacts on soft shadow borders.

There, I took the time to clear that up to you in spite of you being adamant in your ignorance. That's my contribution to society for today :lol
 
Durante said:
Dynamic shadowing in realtime computer graphics in general and video games in particular refers to shadows that are computed at runtime (as opposed to static shadows that are bre-baked into a lightmap during an offline process). As moving objects can't have pre-baked shadows, any shadow cast by a moving object -- such as a character -- is by definition dynamic. This was already common last gen.

Then there's self-shadowing, which means that an object can recieve shadows cast by itself. Like a character's arm casting a shadow on his torso. This was rare last-gen and is more common now, but presents artifacting problems in many cases, especially on human faces. (Eg. in Mass Effect)

Orthogonally to that, there is the distinction between hard and soft shadows, the latter being much more expensive to compute especially at high quality. Some relatively fast shadow map filtering techniques supported in current hardware produce dithering-like artifacts on soft shadow borders.

There, I took the time to clear that up to you in spite of you being adamant in your ignorance. That's my contribution to society for today :lol
Dynamic shadows....common last gen?
Really?

Like PS2-last-gen?

Have you played Uncharted?
Dynamic shadowing as in what Uncharted has...
The type of shadowing that comes with a "unified global lighting system".

I dont think you're getting what I'm talking about.


EDIT:

Maybe I should say pre-baked AND/OR pre-calculated.
 
Yes, dynamic shadows were very common on PS2.

A "unified global lighting system" -- I believe the phrase was coined by Carmack when talking about Doom 3 -- means that all shadows are dynamic.
 
mr_nothin said:
Dynamic shadows....common last gen?
Really?

Like PS2-last-gen?

Have you played Uncharted?
Dynamic shadowing as in what Uncharted has...
The type of shadowing that comes with a "unified global lighting system".

I dont think you're getting what I'm talking about.


EDIT:

Maybe I should say pre-baked AND/OR pre-calculated.
:lol

You can see dynamic shadows quite clearly in those awesome Devil May Cry captures posted a few pages back.

Also: :lol
 
WTF...are you people kind of slow?

You know how Resistance 1 barely had any dynamic shadows... (except in the flashlight sections).
Insomniac added dynamic shadows and self shadowing in in R2.


What would you people call the shadowing in Uncharted then?
 
B!TCH said:
You are still under the impression that I have an extreme stance on the issue. I don't. Using your own example, you are wearing one bracelet, not three or four or more as some of these characters are. You are wearing a Castro cap, one, not two or three or four. The character design in these games borders on the ridiculous because it goes beyond mere functionality or decoration. It's excessive and unbelievable. They are not well thought out character designs.

I know this is 5846549565496 pages away, but it bothers me

Go tell this lady shes not well thought out:

maasai%20woman.jpg


Thats right, you cant, because you dont know anything about her, thats the POINT. You dont know shit about these characters, where theyre from, how their culture is or how they behave.
 
mr_nothin said:
WTF...are you people kind of slow?

You know how Resistance 1 barely had any dynamic shadows... (except in the flashlight sections).
Insomniac added dynamic shadows and self shadowing in in R2.


What would you people call the shadowing in Uncharted then?

You lose. Bwahahaha. FF13 >>>>>>>> Dynamic Shadows

To post above: It's a goddamn video game.. comparing this to actual cultures that exist AND have actual meaning.
 
mr_nothin said:
WTF...are you people kind of slow?

You know how Resistance 1 barely had any dynamic shadows... (except in the flashlight sections).
Insomniac added dynamic shadows and self shadowing in in R2.


What would you people call the shadowing in Uncharted then?
"Awesome!! Rawr!"?
 
mr_nothin said:
WTF...are you people kind of slow?

You know how Resistance 1 barely had any dynamic shadows... (except in the flashlight sections).
Insomniac added dynamic shadows and self shadowing in in R2.


What would you people call the shadowing in Uncharted then?
"Dynamic"?
 
Durante said:
Yes, dynamic shadows were very common on PS2.

A "unified global lighting system" -- I believe the phrase was coined by Carmack when talking about Doom 3 -- means that all shadows are dynamic.
That's what I'm talking about...
Everything is dynamic and not pre-calculated.

Ok so by the "bare bones definition" then I guess ps2 games did have "dynamic" shadows because they moved. They were still either pre-calculated/pre-baked shadows.

The way most people use dynamic shadows now is that the shadows arent pre-calculated "in any way". The shadows are affected by most, if not all, object and light sources around it. It's all being calculated on the fly, in real time.

You know.....like the difference between lighting in a Jak & Daxter game last gen, which had your kind of "dynamic" shadows, and the shadowing in Uncharted this gen which has the type of dynamic shadows that im talking about.
 
Assembly Required said:
To post above: It's a goddamn video game.. comparing this to actual cultures that exist AND have actual meaning.
So fantasy striving to actually build a detailed world with different cultures is bad now? Good thing old JRR wrote his stuff a while ago then!

mr_nothin said:
So the PS2 had "dynamic" shadows too?
That's according to Durante...
Of course they do... I give up. We clearly have a communication problem.
 
Relaxed Muscle said:
SH PS2 games, I'm pretty sure that have dynamic shadows
He said common...
Riddick also is 1 of the few last gen games that had dynamic shadowing.

Durante said:
Of course they do... I give up. We clearly have a communication problem.
Yep there is...was just trying to break the communication barrier.
*Last post*
 
mr_nothin said:
That's what I'm talking about...
Everything is dynamic and not pre-calculated.

Ok so by the "bare bones definition" then I guess ps2 games did have "dynamic" shadows because they moved. They were still either pre-calculated/pre-baked shadows.

The way most people use dynamic shadows now is that the shadows arent pre-calculated "in any way". The shadows are affected by most, if not all, object and light sources around it. It's all being calculated on the fly, in real time.

You know.....like the difference between lighting in a Jak & Daxter game last gen, which had your kind of "dynamic" shadows, and the shadowing in Uncharted this gen which has the type of dynamic shadows that im talking about.
You're still not seeing it.
In Devil May Cry, Dante casts a shadow on the floor. The shadow is dynamic because it moves around with Dante and always more or less correctly reproduces his silhouette as seen against the light source, following any animation on Dante's model. It's not a fake blob texture that just slides around somewhere between his feet, but is a proper dynamic shadow, i.e. it is calculated and rendered in real time without reliance on pre-baked data.

17.jpg


What Dante doesn't have is self-shadowing.


Like you see in the arm-pit picture, the light source is somewhere behind/slightly above Lightning, and her shoulders, hair and "upper" side of her left arm are fully illuminated. Her front faces away from the light, and casts a shadow on itself. I.e. her arm-pit, face, "underside" of her left arm are darkened, and there's a smooth transition between the lit an unlit areas.

Now we all presume that these darker areas wouldn't just stay glued to her skin when she turns. If she remained in the same pose, but turned 180°, her chest, face, and the glorious armpit, would be directly facing the light. As fairly accurate self-shadowing is present in the one image we have, we kind of conclude that this same self-shadowing is also a dynamic effect. It simply would look horrendously off if it were a static part of her model. If the self-shadowing on her model isn't dynamic, it has no reason to exist.
 
Durante said:
So fantasy striving to actually build a detailed world with different cultures is bad now? Good thing old JRR wrote his stuff a while ago then!

Of course they do... I give up. We clearly have a communication problem.

JRR should of never bothered.. shit was terrible. Fuck y0 couch.
 
what happened to this thread? I went from page 2 to page 17, and its like "oh shit, awesome" to "xenophobic retarded fashion police"

Orlics said:
AMAZING (despite my hatred for that habit of giving every otherwise masculine male very effeminate hair) ! Looks like they're using the same engine.
clearly, you've never witnessed the modern young white male in a suburban environment that likes some niche variation of the metal music genre.

:|

I swear, GAF's perception of character/fashion design and trends are so narrow sometimes.

I mean, really, the only complaint I would have is that Nomura-style thing where the characters look like asians that have been given a nose job, an eye-job, contacts, and hair-dye. But then again, that's just how anime is nowadays. So in a way, this is 3D anime. Just like Advent Children.

But I liked Advent Children, so this'll be awesome regardless.

Raging Spaniard gets a +1 from me. Props dude. Cultural differences ftw. Same thing can be said for the people that bashed Vaan's design for FFXII.
 
Darkpen said:
what happened to this thread? I went from page 2 to page 17, and its like "oh shit, awesome" to "xenophobic retarded fashion police"


clearly, you've never witnessed the modern young white male in a suburban environment that likes some niche variation of the metal music genre.

:|

I swear, GAF's perception of character/fashion design and trends are so narrow sometimes.

I mean, really, the only complaint I would have is that Nomura-style thing where the characters look like asians that have been given a nose job, an eye-job, contacts, and hair-dye. But then again, that's just how anime is nowadays. So in a way, this is 3D anime. Just like Advent Children.

But I liked Advent Children, so this'll be awesome regardless.

Raging Spaniard gets a +1 from me. Props dude. Cultural differences ftw. Same thing can be said for the people that bashed Vaan's design for FFXII.

Whaaaaaaa..?

Because I can't "appreciate" his character designs doesn't mean I can't appreciate cultural diversity.. just don't try to convince me they have any significants.. they are video game characters.. whom I am not "visually" Fond of. NOMURA FTL. Amirite..?

My mother from NJ and my father side came straight off the banana boat ...lots of diversity here.

P.S. Did I mention my great grandfather was italian. Fuck y0 couch.
 
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