KILLZONE 2 - input lag now? if you want a reskinned COD4, go play WaW

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TTP said:
Party's over. Wait for the 4th :P

110472920_a7193bee55.jpg
 
I love all the detail you can see in spectator mode (like reloading and gun switching). This engine seems very versatile. With everything in place I would think that we will probably see a TPS very soon that is using this engine. Sony will probably let KZ2 release before unveiling anything - so probably at some convention next year we will see the first videos. I would like Uncharted to use some of this tech, but I can't really wrap my head around the differences in art style (and don't know enough about what art elements an engine is limited to) - so perhaps I should hope for a different franchise (thinking about this engine and that 8 days cover animation video). Obviously this engine can also handle multiplayer at 32 players, so something like Gears 2 with 10 players should be more then doable.
 
the_prime_mover said:
I love all the detail you can see in spectator mode (like reloading and gun switching). This engine seems very versatile. With everything in place I would think that we will probably see a TPS very soon that is using this engine. Sony will probably let KZ2 release before unveiling anything - so probably at some convention next year we will see the first videos. I would like Uncharted to use some of this tech, but I can't really wrap my head around the differences in art style (and don't know enough about what art elements an engine is limited to) - so perhaps I should hope for a different franchise (thinking about this engine and that 8 days cover animation video). Obviously this engine can also handle multiplayer at 32 players, so something like Gears 2 with 10 players should be more then doable.

ND already has a very nice engine though.. NDs engine can handle impressive lightning, very detailed environments and rich colours. Uncharted has a kind of cartoony look compared to the gritty realisticness of KZ2, so I'm not sure how KZ2s realistic CG looking lightning would fit into Uncharted.
Maybe they'll go the Jak II route and make the next Unchated the emo edition of the series? :P
Didnt someone say ND got the non-flickering shadows from Guerrilla Games? One thing they could use though is that kick ass image quality.
 
Forsete said:
ND already has a very nice engine though.. NDs engine can handle impressive lightning, very detailed environments and rich colours. Uncharted has a kind of cartoony look compared to the gritty realisticness of KZ2, so I'm not sure how KZ2s realistic CG looking lightning would fit into Uncharted.
Maybe they'll go the Jak II route and make the next Unchated the emo edition of the series? :P
Didnt someone say ND got the non-flickering shadows from Guerrilla Games? One thing they could use though is that kick ass image quality.

uncharted has excellent image quality. only issue with it is the screen tearing.
 
the_prime_mover said:
I love all the detail you can see in spectator mode (like reloading and gun switching). This engine seems very versatile. With everything in place I would think that we will probably see a TPS very soon that is using this engine. Sony will probably let KZ2 release before unveiling anything - so probably at some convention next year we will see the first videos. I would like Uncharted to use some of this tech, but I can't really wrap my head around the differences in art style (and don't know enough about what art elements an engine is limited to) - so perhaps I should hope for a different franchise (thinking about this engine and that 8 days cover animation video). Obviously this engine can also handle multiplayer at 32 players, so something like Gears 2 with 10 players should be more then doable.


Their engine is proprietary, correct? So doesn't that mean it stays with GG? Or can other 1st party use it as well?
 
gogogow said:
I hope GG fixed the animation for this, it looks really bad in the SP demo. The animation only consists of 2-3 frames:

342282-kz2d_super.png

Yeah, that animation really stood out to me because all of the other animations have been top notch.
 
TTP said:
Ok here are some pics showing some textures close ups and a comparison between pre-alpha code textures and preview code ones. Not every single texture in the game is of the same quality, but there is nothing as bad as the old ladder texture you can see in the comparison pic.

Sorry for the watermarks. :/

Close ups

Walls
http://i33.tinypic.com/2s0nzwn.jpg

[IMG]http://i36.tinypic.com/a4t0nm.jpg

[IMG]http://i34.tinypic.com/ilgj13.jpg

Wood
[IMG]http://i38.tinypic.com/14b0y84.jpg

Ground
[IMG]http://i38.tinypic.com/2ch6rk1.jpg

Comparison (not the best one, but you get an idea)
[IMG]http://i36.tinypic.com/2ywwazb.jpg[/QUOTE]

:bow the blood level shot looks incredible.

have they fixed the lighting bug on the helghast in the single player build?
 
Can you guys who couldn't stream the videos yesterday go and try them now? I can't check myself if it's been fixed or not. Thanks!
 
Private Hoffman said:
Yeah, that animation really stood out to me because all of the other animations have been top notch.

It depends on the speed at which you rotate your real hands. You can do it slowly, and the thing would rotate accordingly. If you do quick movements, of course it rotates in 2 or 3 frames.
 
TTP said:
It depends on the speed at which you rotate your real hands. You can do it slowly, and the thing would rotate accordingly. If you do quick movements, of course it rotates in 2 or 3 frames.

Any chirping in single player when you kill an enemy? :p
 
TTP said:
Ok here are some pics showing some textures close ups and a comparison between pre-alpha code textures and preview code ones. Not every single texture in the game is of the same quality, but there is nothing as bad as the old ladder texture you can see in the comparison pic.

Sorry for the watermarks. :/

Close ups

Walls
2s0nzwn.jpg


a4t0nm.jpg


ilgj13.jpg


Wood
14b0y84.jpg


Ground
2ch6rk1.jpg


Comparison (not the best one, but you get an idea)
2ywwazb.jpg
Bumped for the new page.
 
Snipes424 said:
Their engine is proprietary, correct? So doesn't that mean it stays with GG? Or can other 1st party use it as well?

I thought that Sony owned GG in the same way that they owned ND. But I suppose that is somehow different from the way they own Sony Liverpool or Santa Monica. So I don't know what elements if any would be the property of GG and what would be the property of Sony. I would think that Sony's investment in this project over the past 3(?) years would ensure they have access to the tech, and Sony's development studios are large and broad enough to make more use of this engine then most 3rd parties (see: Unreal) would make of a non-proprietary engine.

What is an engine though? Is it certain texture assets? camera capabilities? Lighting? Physics? I know nothing about game design or "engines". What ever tech GG is using it is obviously robust, but is it cohesive like the Unreal engine, or is it a series of disparate technical achievements held together by immediate solutions? I only ask because most Unreal games looked very similar, but then Mirror's Edge turned that around so this would indicate that games aren't limited to a view point or a type of gameplay. Sorry about the tangent.
 
Private Hoffman said:
Any chirping in single player when you kill an enemy? :p

Oh you mean that sound it makes online when you make a kill? No, it's not offline as you don't make any point.
 
gogogow said:
I hope GG fixed the animation for this, it looks really bad in the SP demo. The animation only consists of 2-3 frames:

342282-kz2d_super.png
So far this is the only thing about Killzone 2 that I don't like. I really hate forced use of motion control. It might be clever the first time you do it, but does it really work better than just pressing triangle one or multiple times?
 
I'm wondering, what other devs think when they see KZ2. Especially the chaps from SCEJ or other underperforming Japanese studios.
 
John_B said:
So far this is the only thing about Killzone 2 that I don't like. I really hate forced use of motion control. It might be clever the first time you do it, but does it really work better than just pressing triangle one or multiple times?
It's fine when you're actually playing it. Easy to point out in screen caps. I would rather have it enhance the game than not being there though.
 
John_B said:
So far this is the only thing about Killzone 2 that I don't like. I really hate forced use of motion control. It might be clever the first time you do it, but does it really work better than just pressing triangle one or multiple times?

Better, I don't know. But it's cool. Especially when doing another thing I can't talk about.
In any case, it's not like you have to rotate the controller every two secs in the game.

In the whole preview code, motion sensor is applied on less than 10 occasions. Pretty fast stuff anyway.
 
I dunno if you're able to answer this TTP without spoiling too much, but is the game strictly mission -> mission, or will there be intermissions inbetween like in other shooters where plot development occurs?

I'm probably asking too much, but hey...!
 
No_Style said:
I'm sure this was asked, but here it is again:

They will allow for button remapping, right?

I'm guessing I should wait till the media blowout for the answer?

Thanks for the awesome vids. The engineer looks like a lot of fun. Reminds me of TF2. Which brings me to more questions. How effective is this turret? How many can be built at once? Can the Saboteur class take it out easily like the Spy can in TF2?

Thanks in advance!
 
k79 said:
*looks at posted screens*

Hot Damn! That's some sweet texture work those GG guys got going :D Thanks TTP!

Oh and one more gif from me for now ... 3rd person mode.

2nqgkd2.gif


you can play in 3rd person mode?
 
i really wish sony uses this engine for a TPS, as i suck at FPS (well i suck at both, but at least i can stand TPS XD )

It's a pitty they took the cover system from MP too
 
TTP said:
Better, I don't know. But it's cool. Especially when doing another thing I can't talk about.
In any case, it's not like you have to rotate the controller every two secs in the game.
I understand that developers wants to be creative with motion control, but in most cases it worsens the controls.

Naughty Dog did not use much motion control in Uncharted. They used it for subtle things that enhanced the controls (extending grenade arc/log balance). That really worked well and it never felt unnatural or tacked on.

Surely I will have to play Killzone before judging the use of motion control. It just seems silly to make a motion control mini game out of turning a valve. To me that seems like forcing motion control for the sake of motion control.
 
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