Kobold said:Show me the Gears of War scene where you see 1 square kilometer city detailed cityscape with 2 times a 100.000+ poly flyingvehicles with 20 times 20.000+ poly characters and a 20.000 poly gun on screen?
Or the scene with the massive explosion effects and again 20 guys and again 2 or 3 massively high detail vehicles and much more guns and background in view?
Shogmaster said:Come on Duane. I can sum up your posts with the same dismissive "I think it's possible, yet haven't the hard numbers to support it." BS. Stop using leaps of logic to justify that video as anything but what it really is: Pre-rendered hype generating propaganda video that has little to do with the final product.
Doube D said:LOL. Shoggs calling people sony whores when his own ass has been tagged by every other ms exec isÂ… umm, well, ironic. Don't mind him folks, he is getting nervous and in damage control mode.
Chiggs said:Well, good thing you're here to clear things up!
SolidSnakex said:Watch the movie of it
http://xboxmovies.ign.com/media/news/video/gdc2000/xboxdance.mov
That's quite a bit ahead of those games.
Chiggs said:Perhaps I'm missing something that only the video can shed light on? Or maybe it's my Microsoft goggles?![]()
SolidSnakex said:No that's not the problem, the problem is you're using the demo they released afterwards that was running in real time. This is what it originally looked like
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Now you see why people say the XBox never touched it?
I'm making them up, true, I really think they have far higher polycounts on everything.Pimpwerx said:(a) You're making those numbers up
(b) Assuming you're even half-right, there's no reason those flying vehicles need even half of 100k polygons. You get great models in FORZA and GT4 with just 5-10k polys, and those vehicles have compound curves, which these don't. But even then, 2*100k + 20*20k = 600k polygons per scene. 600k polygons * 60fps = 36Mpps. Xenos has a draw rate of 500Mpps. RSX (if anything like a G70) will have a draw rate upwards of 1Bpps. 36Mpps is a drop in the bucket. And both machines should be able to create more vertices than that on their CPUs.
So again, I think a lot of bad assumptions are being made here. People are confusing aesthetics with technical prowess. KZ2 looked the shit. If you want to toss around numbers though, you'll need more evidence to support arguments of feasibility. PEACE.
MetalAlien said:I bothers me people are so willing to believe the KillZone video will not be possible, and yet they bash any picture posted that is short of looking that good. "it can't look that good, but it better!"
It bothers me more than Sony of all the companies releasing hardware, is the one yet to lie to us with demos...and yet there are hordes of people ready to call them a liar. To date they've (the tech demos) all been more than do-able on the final hardware..
I don't think The Getaway demo was a hardware demo for the PS2. Individual developers might be over hyping their game to generate sales, but so far the hardware demos have been spot on.
PS, that summary of the sony demos debate and all related screen shots should definitely be archived!!!!!!
Shogmaster said:You mean like how the original renders of Getaway was done to spec of PS2? SHEEEEEIT~
Or you could just come out and say you've heard this possibility before, rather then making it sound it was your ideaDCharlie said:Also, devils hat on here, i wonder if the PS3 will dedicate an entire SPE to running the OS? Meaning that in reality you are using 6 SPE's not 7
AB 101 said:On a scale of 1 to 10, this troll only rated a 2.
Fafalada said:Heh.
I'm not - I have little doubt he knows what I meant by thatShogmaster said:Don't be frontin' like you know something he doesn't.
I hope you realize that puts you right into the "PS3 can do KZ2 level of graphics" group, if you really think Xbox games look close technically to that pre-rendered robot demoThis looks pretty close to current XBox games, though that level of AA I have not seen.
Marconelly said:I hope you realize that puts you right into the "PS3 can do KZ2 level of graphics" group, if you really think Xbox games look close technically to that pre-rendered robot demo![]()
There are shortcuts that can try and mimic these effects in realtime. Not saying that's necessarily what they'll use, but just giving an example. If PGR3 is already using shortcuts for that effect, then maybe the same can be done on the PS3.Neex said:No one has mentioned yet that ambient occlusion light simulation is apparent in that Killzone demo, and that type of light sim sucks up power bigtime to be rendered. I'm not going to venture into the argument of how many polygons the ps3 can pull, but when people still use rendering clusters that can only chug through shadowing of that quality for mere pictures, I doubt a console is going to pull it off in realtime.
Pictures got out, but it didn't really come close. That demo had a bunch of lights (something heavily contested from the moment it was released), and AA out the wazoo. The realtime version was a fucking sham in comparison. But that's really the only demo they faked. PEACE.DopeyFish said:I could've sworn i told you this at least twice.... but they did do the demo on xbox hardware (NV2a, NOT NV15) but never released it. Supposedly it looked almost exactly the same as the demo.
Pimpwerx said:Pictures got out, but it didn't really come close. That demo had a bunch of lights (something heavily contested from the moment it was released), and AA out the wazoo. The realtime version was a fucking sham in comparison. But that's really the only demo they faked. PEACE.
GhaleonEB said:I think MS made three mistakes with the render. First, the AA was absurd. I still think many games look as good, but with lower AA (like the Halo 2 shot I included.)
Chiggs said:http://www.pipeworks.com/oldgallery.html
The link above is to a gallery of the original Xbox demos. After looking at the Raven pics, I'm still not left feeling that Microsoft was bullshitting everyone with that demo (now, the Raven demo with FSAA is a different story). I mean, some of the games on the Xbox are at that level.
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SolidSnakex said:When you see close ups of H2 characters they've very clearly not up to the level of that demo.
Like I always say the level of AA is the biggest determinant of prerendered and realtime. Can't wait till we can get to that level of AA in games.MidgarBlowedUp said:IMO, still haven't seen anything on Xbox approach that Raven demo.
Not only that, it says on the pipeworks site...
The following tech demos were developed prior to the Game Developers Conference in March to show the initial power of the Xbox system. These demos represent only 10% of the Xbox power and should not be considered as future gaming titles.
So, Xbox is supposed to render 10 of those Raven demo scenes at the same time at over 60fps?
I'm staying out of this one...
night...
Of course, we'll take various measures to lower the defect density, but that won't be enough. But by considering one or two SPEs as a redundancy from the very beginning, we can still use a Cell chip even if it's partially defective," Kutaragi said, who also revealed that a similar scheme would also be used for the PlayStation 3's RSX graphics processor.
CrimsonSkies said:Ninja Gaiden Black blows that Raven Demo away in my book.
Tenacious-V said:Did anyone else notice this part in the Gamespot article??
If that's a hint of RSX, following suit of CELL.... RSX may be weaker than expected with disabled pipes as well........???
"following suit of Cell" would mean that the specs they announced would already be taking into account disabled circuitry. So, no, I don't think this comment points to weaker than expected performance for RSX.Tenacious-V said:If that's a hint of RSX, following suit of CELL.... RSX may be weaker than expected with disabled pipes as well........???
Stop using leaps of logic to accuse them of making the KZ video simply as hype generating propaganda that has little to do with final product then. They said the video was assembled to spec. If you're going to accuse others of lying, it helps greatly if you can provide concrete proof of the lie, rather than engaging in the same kind of lazy regard for the truth that you are accusing them of.shogmaster said:Stop using leaps of logic to justify that video as anything but what it really is: Pre-rendered hype generating propaganda video that has little to do with the final product.
thorns said:From what I can see, that killzone scene is using MILLIONS of polygons for each character. There is no normal mapping like in the gears of war (where actual characters are in the thousands of polygons range). Don't forget that the video art assets weren't even created by Guerilla but by another studio and there hasn't been any resemblence of an actual game existing yet. For example look at the stuff on the ground in the killzone shot and compare it to gears of war low res textures for rocks. It is FACT that the killzone shot has at least 50x the number of polygons than the Gears of War shot. Anybody who has worked with CG will tell you that. It is way beyond power of next-gen consoles. An "approximation" with normal maps can be made, but it won't look the same.
"Or you could just come out and say you've heard this possibility before, rather then making it sound it was your idea"
"But since we're on topic of hypothetical kernels, do you prefer the idea of that 'other' OS that will eat a similar % of CPU time and also happily go about trashing the shared L2 cache and so on and so forth?"
MetalAlien said:What? Million polygons per character? LOL that's rich, you'd think that killzone footage were the next Square movie...
It's not that impressive, jeez... give it a rest...
BeyondUnreal: Tim, I just saw the Unreal Engine 3 demo and there are some definate improvements in the engine. First, how many polys you are pushing in the latest tech?
Tim Sweeney: For the third generation Unreal Engine, we are building two versions of every model in our game. We are building a source model with several million polygons, between 2 and 6 million polygons. We use that model for all the lighting detail on the mesh. Then we go to the in game version which is usually about 10,000 polygons. So we get the lighting detail of the full high polygon mesh baked down into a normal map that gets rendered in game on a low polgon mesh. The normal maps are typically 2k by 2k.
No, it's called NURBSShogmaster said:http://ps3media.ign.com/ps3/image/article/614/614722/killzone-next-gen-20050516075937991.jpg
These guys are minimum of 500,000 polygons. Easily. The Season 3 reboot was pushing over 500,000 for the main characters, and these guys are way more detailed than they were.
ThirdEye said:No, it's called NURBS![]()
Shogmaster said:http://ps3media.ign.com/ps3/image/article/614/614722/killzone-next-gen-20050516075937991.jpg
These guys are minimum of 500,000 polygons. Easily. The Season 3 reboot was pushing over 500,000 for the main characters, and these guys are way more detailed than they were.
So you've gone from endorsing thorns claim as "exactly" right that the character models are using millions of polys (which means at least 2 million) to a figure about a quarter of that. Well done on the commitment to truth over propaganda there, Shog.Shogmaster said:These guys are minimum of 500,000 polygons. Easily.
Syb said:Do you really think developers are going to spend 5+ years creating games?