Tenacious-V
Thinks his PR is better than yours.
Shogmaster said:And we didn't know how to use NURBS at Mainframe. :rolleyes
Kinda veering off topic, but you work at Mainframe??
Shogmaster said:And we didn't know how to use NURBS at Mainframe. :rolleyes
kaching said: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.
Tenacious-V said:Kinda veering off topic, but you work at Mainframe??
Shogmaster said:Remain on topic damn you!!! Oh wait.... none of this has much to do with KK's interview. :lol
Yeah, I worked at Mainframe for couple of years. Worked on parts of Reboot Season 3, Wierd-Ohs, Beast Wars Season 3, and a touch of War Planets.
OH SHIT!?! I would have never guessed you worked at Mainframe shog.Shogmaster said:Yeah, I worked at Mainframe for couple of years. Worked on parts of Reboot Season 3, Wierd-Ohs, Beast Wars Season 3, and a touch of War Planets.
Syb said:Okay.
How long as it taken Square-Enix to make Advent Children? 3 years?
Do you really think developers are going to spend 5+ years creating games?
Zaptruder said:several reasons the reboot characters look worse....
they're plain flatout worse art, they have minimal texturing, their animations aren't as advanced (due to the work it would take to develop the physics based algorithms for movement, clothing/hair movement) etc. Their proportions are also off.
I challenge you to render a 100,000 poly cylinder and render a 1 million poly cylinder and then post them here. Hell, do it with a sphere too; just don't label them. Don't forget to add texturing and at least 2XFSAA.
Tenacious-V said:Dear god man, awesome!!! +1000000 respect dude!! Mainframe owned me back in the beginning of CG TV shows!! I was a magnet to all Reboot seasons and all Beasties seasons, and started to watch War Planets but school killed the time! Props dude. My brother's taking classes now on computer animation because I got him into those shows.
What parts did you take in for Beast Wars and reboot??
Defensor said:OH SHIT!?! I would have never guessed you worked at Mainframe shog.
Dear god man, awesome!!! +1000000 respect dude!!
MetalAlien said:Just great, now they'll all listen to him.![]()
jiggle said:Isn't the team working on Advent Children relatively small anyway?
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........???
jett said:All I have to add to this thread is that Reboot has always looked like fucking shit, worst motherfucking art ever. Even if the characters employed a gazillion number of polygons, it would still look like some of the most repugnant garbage to ever come out of a computer. Killzone looks nice mostly because of the artstyle and the way the demo was directed/cut.
Just looking for some consistency in your Tom Cruise-esque ranting about wanting the truth. Thorns numbers are signficant part of the assessment. You want to say "Exactly" to the assessment then you're saying exactly to the numbers.Shogmaster said:Well well. Your true colors are showing bright.
First, my "exactly" was about his assessment, not about the exactness of his numbers.
And you've still only gotten us a quarter of the way there. 1.5 million extra polys are the only possible way they could have pulled off the character models in KZ video?Second, "millions" could still be totally right, since I said the characters are at the very least 500,000. They could very well be more than 2 million.
kaching said:Just looking for some consistency in your Tom Cruise-esque ranting about wanting the truth. Thorns numbers are signficant part of the assessment. You want to say "Exactly" to the assessment then you're saying exactly to the numbers.
And you've still only gotten us a quarter of the way there. 1.5 million extra polys are the only possible way they could have pulled off the character models in KZ video?
Not sure what those are supposed to proove though - I've seen better looking characters done within 50-100k budget (and I'm talking just look of models, without any benefit of normal mapping hacks).Shogmaster said:Look at these 500,000ish charcters from Reboot Season 3:
Fafalada said:Not sure what those are supposed to proove though - I've seen better looking characters done within 50-100k budget (and I'm talking just look of models, without any benefit of normal mapping hacks).
Heck look at DOA4 characters - from what I can tell they seem to fall right into 50k range somewhere and can you honestly say Reboot stuff looks better or noticeably more detailed?
I'll give you that Killzone chars are definately higher poly then that(and may very well be in 500k range), but so was the Robot from the She-Male demo, (just the Robot alone in that demo was 500k polys) and you get people claiming right in this very thread how XBox games not only look better, but even have more details...
Shogmaster said:SCEE is masters of hype built on BS, and many fell for it hook, line and sinker.
Shogmaster said:![]()
Let's just say these guys are 1,000,000 poly models. I saw easily 3 dozen charcters in that video, but let's just say you could be seeing 12 guys per frame. That would be 12 million polys per frame, just on the NPCs running around. @ 60fps, like in that video, that's 720M polys per second. WITHOUT ANYTHING ELSE like vehicles, particles, backdrop, etc..
Even if we are generous and give PS3 2X the polygon output of X360 @ 1 Billion per second, the math still stinks to high heaven.
Now you could say, "well shit shog, why can't they use LOD, and normal mapping, etc. just like Gear of War? And they could compress the textures, and repeat some animations, and lessen the particle FXs, and maybe even go to 30fps! That would make this easily be doable PS3!". But then kids, it really won't have the impact of this video anymore, will it? And they could have easily made a video with normal mapped lower poly characters and more realistic textures for 512MB, and on and on and on, but the fact of the matter is, they didn't. They wanted the impact that this uncompromised pre-rendered video would bring at the unveiling.
And it gave them just that. Just look at all of you going to this kind of lengths to defend the proprosition of this way beyond the best case scenario footage. And even though the hardwares are only 6 months apart, you have fools like that male cohost on G4TV.com sprouting at every chance that X360 is launching too early, while PS3 is launching just right 6 months afterwards.
SCEE is masters of hype built on BS, and many fell for it hook, line and sinker.
Fair enough that you can tell the difference between 5k normal mapped and 2million polygon models... but can you show us a better, more realistic of expectations example with 30-100k models with normal maps? I'm guessing the difference would be a fair deal harder to detect especially with advanced shader supports.
Characters at this level of detail are likely one of the things best suited for continous LOD. If done properly, characters could have the exact same visual impact as the version with no LOD, at a fraction of the on-screen poly budget.Shogmaster said:Now you could say, "well shit shog, why can't they use LOD
mrklaw said:Unreal 3 has shown that normal maps can help create the impression of millions of polys with a relatively low poly model. Lets assume KZ2 uses similar tech. But they can't simluate that if they can't use normal maps in their modelling package. Which makes sense because they have time to render, so they'd just use the original models.
So maybe those KZ2 models are the original models, and they'll be used as the source to create normal maps in the actual game. Which will mostly look exactly the same apart from slightly blockier round edges (see UE3)
And I have no idea whether KZ2 will look like that, but I can dream. Shog on the other hand is perfectly happy for his speculation to be fact.
Zaptruder said:Serving up your own brand of bullshit here I suppose, pretty much trying to discredit the idea that KZ2 will even approach looking as good. Well, if you're a anally rententive cunt like yourself, who nitpicks at the roundness of shoulderpads, then I suppose it would make a difference. But I don't see why they can't reasonably scale 1million down to 50-100k per model. It would still represent a dramatic increase in quality outside of even stuff like GoW (which uses 5k polys in the low quality model).
Fair enough that you can tell the difference between 5k normal mapped and 2million polygon models... but can you show us a better, more realistic of expectations example with 30-100k models with normal maps? I'm guessing the difference would be a fair deal harder to detect especially with advanced shader supports.
Also, where the fuck do you get the that the images texture resolutions are way beyond what 512mb of super fast RAM can handle? IIRC, aren't people expecting texture resolutions to be something like... 1400*1400 pixels? I don't see why they would need to decrease the texture map quality in such a circumstance.
I mean, I know you work in some parts of the industry, but it would seem that your real technical knowledge is a little limited, and that your exasperation should be taken with as much salt as the Sony 'bullshit' (including comments from their marketing head, true, but also comments garnered from developers, such as DeanOC and what not), if not more so.
Fafalada said:Characters at this level of detail are likely one of the things best suited for continous LOD. If done properly, characters could have the exact same visual impact as the version with no LOD, at a fraction of the on-screen poly budget.
Of course polycount isn't the biggest issue in reproducing that video but anyway...![]()
Shogmaster said:Did DeanoC say the KZ video looked perfectly realistic? I would love that link, thanks.![]()
Zaptruder said:Well, if you're a anally rententive cunt like yourself, who nitpicks at the roundness of shoulderpads, then I suppose it would make a difference.
Zaptruder said:I'm only calling you a cunt if that statement applies to you. If it doesn't, well then ignore it and I'll humbly rescind my epithet.
Anyway, I was calling you out on the general impressions your vehement statements give; which is "No way no how will PS3 games ever look as good as the shit shown in the KZ2 trailer", to which I respond by saying, "Bullshit, the games will likely look pretty damn close to what's shown, even if it doesn't end up with super round humanly undectable curved surfaces."
As for the DeanOC reference; I'm pointing you towards his trailer, which shows stuff that is on a technical level that's arguably on par with the KZ2 demo; with the massive amount of highly detailed units on screen. He does admit that he currently isn't running it in real time in those sections, but more than expects to be able to do so by the time of release, which again relates back to the general impression your statements give off, and my rebuttal towards it.
You can duck my comments by saying it wasn't your point, (the general impression that I was infering), in which case, I'll say your point is not only moot, but serves the thread poorly, by been filled with bait.
Angelus said:Someone was banned earlier today for calling others a faggot in the "PSP 1.5 firmware cracked" thread. This guy should be on vacation as well,this shit is uncalled for.
Shogmaster said:Well then could I call you an annoying little bitch? Only if it applies to you obcourse.Seriously now, why calling me names, brah? I thought you were a cool cat. Just for a mere personal gaming alliance, you gonna call other forum goers cunts? Don't be that guy, brah.
Zaptruder said:It's cool; I just like to fill my posts with generic rage in order to get points across. The thought of *angrily* banging away at keys and grunting obsceneties while typing is more than a little absurd, at least to me.
Shogmaster said:Don't let Bishop catch you at your generic rage, brah. My generic rage got me banned couple of time already. Undeserved I thought, but he's got the banstick and we just have our little accounts.![]()
Zaptruder said:This little back and forth is really deflating all the fun of the generic rage. But man, are our post counts looking good. ;p
shogmaster said:The point is not about whether PS3 will get games that will have the overall visual relative of that KZ video. I'm sure it will. The point is that they showed this high quality everything video when they could have shown something far more realistic. That's the point.
mrklaw said:Can I suggest that Shog and Zaptruder are potentially agreeing on this topic?
So Shog is agreeing that the PS3 has that potential, but won't be able to recreate that actual scene , as its prerendered CG. I think Zap seems to be saying the same thing.
Can we all agree that PS3 is unlikely to recreate that KZ2 video exactly as it was shown, due to the particular way it was created (CG render). But it may be possible for something that looks that good to appear on PS3, using tricks like normal mapping and other development tools to mitigate the difference between realtime and prerendered?
Zaptruder said:Faggot is a discriminatory term. Hell, it's not kosher to use gay here as an offensive term. Cunt on the otherhand, last time I checked was just a pretty rude way of saying vagina, kinda like cock is for penis... although people have become pretty desensitized to the latter. If you really find cunt that offensive, then I'm sorry about it; although a little redundant to edit now that it's been quoted twice and used 6+ times, so please feel free to replace it with cockmongrel, fuck face, or some other equally vehement, rude, but personally inoffensive* display of exasperation fitting the context of my post.
*If you're mortally offended by swear words, GAF isn't really the place for you
Angelus said:I don't need a dictionary to know that when you call someone a cunt,its worth a trip to the timeout chair. When discussions become nasty name calling back and forth its more than likely going to call in more trouble the longer the discussion goes. I think its weak to resort to explicit name calling is all,other than that,I'm enjoying the discussion betwen the both of you,its makes for good reading.
Angelus said:Zaptruder...
You called someone a derogatory name and youre asking for my removal? Heh. You crack me up. it seems you should change your name to arrogance,yaknow? :lol
"It doesn't look real to me, but it's what I want the game to look like and I hope. But I don't think the developer is capable of that, especially based on the first game."
You must have a terrible memory...you were told that there are seperate dev teams behind the shellshock and killzone games...now...regarding killzone/shellshock you aren't that bad as I think this is only your first case of selective amnesia...Doom_Bringer said:About this killzone stuff I think Dave Perry from IGN Xbox put it the best:
Gorilla is an incapable dev. They can't make good looking games on any system.
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Shellshock looked like shit on all three platforms and they couldnt even get PS2 to push some decent frame rate for killzone
The whole thing was just bullshit.
Hardly uncompromised if you ask me. Yes, everything in it is very round and nicely animated, but some of the things in it looked worse than I'd expect them to look in game. There were bunch of scenes where nothing would have even the basic shadow on the ground, and the fire effect looked cheap, just to name some things that come to mind immediately. The most impressive thing about that trailer were it's direction, art/atmosphere, animation and explosions. Even if characters had a lot less polygons than they did, it wouldn't change much of it's impact.They wanted the impact that this uncompromised pre-rendered video would bring at the unveiling.
Yes, but I still have yet to see any proof of thatI 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.
The animation is the area they will have the most trouble recreating, IMOMarconelly said:The most impressive thing about that trailer were it's direction, art/atmosphere, animation and explosions. Even if characters had a lot less polygons than they did, it wouldn't change much of it's impact.