KingT731
Member
the hype train returns? Lets Go!yes, you are
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Last edited:
the hype train returns? Lets Go!yes, you are
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That's not how this works. Don't let me catch people trying to witch hunt or ban bait.
That's not how this works. Don't let me catch people trying to witch hunt or ban bait.
Excellent! Someone that works within the industry.
First, I never said HZ2 doesn't look good. If you love HZD1, why is stating that HZ2 is a revised version of it but has not shown any proof of next-gen features. RE7 has the same engine that RE Remake 2 and Remake 3 has and they look similar. Hell, AC Origins, Odyssey, and the new one look similar in look. Those aren't next-gen leaps from each other. Take a look at the FS2020 graphics settings and tell me that texture synthesis is NOT something new in the realtime world?
You say I'm not an artist and don't know what goes on in shaders:
Let's examine one scene in HZD2. The rock with the foliage. Is each grassblade actually casting small shadows of each other or is it using a low res proxy to approximate self-shadowing ? Is it using a SSS shader on it's blades or just using a reverse normal technique for backscattering (very efficient)? What would be the next-gen feature in rendering that grass to make it look so good?
Not all heros wear capes, some carry an axe.
I for one appreciateVFXVeteran input even if I dont agree with everything he says.
Hate that people run others off.
Not all heros wear capes, some carry an axe.
I for one appreciateVFXVeteran input even if I dont agree with everything he says.
Hate that people run others off.
yep. fuck these guys."Look at us guys, we know something you don't, tee hee!"
But that's what they want. Don't allow them to try and bully you on here.No. I'll leave. Goodbye
I personally don't think you should leave. Just stop talking to people condescendingly, with someone with the amount of knowledge you posted in your resume you could genuinely add a lot to these graphics discussions. You have more experience than the folks at digital foundry so you could definitely add a lot of insight into these discussions rather than doing this PC Elitist schtick.No. I'll leave. Goodbye
Because maybe, the game is coming out soon, so we get some material. It's just MS demented approach, that they have not show this on some event.Because it's true. The most mentions that game has gotten in this thread is post Xbox event and the game wasn't even in it.
Clear as day what's happening.
So yeah, leagues ahead as I actually analyze vids by eye, not by script provided by the devs....
I'll be making sure to cut through the bullshit so gamers can know whats really going on in gaming.
I'm not a big horror person but I too prefer watching the older stuff like The Shining or the Fly, compared to newer stuff like Saw and Paranormal Activity.yeah even I almost don't like X-Men origins though I think that Humvee helicopter scene is pretty cool. How do I don't take the stuff too seriously is I only kind of like superhero movies. Like if I took these movies seriously I have no idea what I would think but for me the best movies are horror movies and not the new ones.
I'm not a big horror person but I too prefer watching the older stuff like The Shining or the Fly, compared to newer stuff like Saw and Paranormal Activity.
Don't worry guys, VFX veteran said Horizon 1 on PC will look better than Horizon 2 on PS5 so that makes him as legit as it gets.
I personally don't think you should leave. Just stop talking to people condescendingly, with someone with the amount of knowledge you posted in your resume you could genuinely add a lot to these graphics discussions. You have more experience than the folks at digital foundry so you could definitely add a lot of insight into these discussions rather than doing this PC Elitist schtick.
Just my opinion anyway.
Huh, that was not the video I wanted to post! I posted that one earlier, grmpf, stupid phone
Technically we don't know if he is wrong yet... we haven't seen HZ1 maxed out on PC vs actual HZ2 gameplay that isn't bullshot cut scenes/CGI
Not all heros wear capes, some carry an axe.
I for one appreciateVFXVeteran input even if I dont agree with everything he says.
Hate that people run others off.
I hope u have my seat ready my good manThere is only one Hype Train with Amanda Cerny and Kate Beckinsale
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Often imitated, never duplicated
i was in that bowl ffs
I'll agree with the rest but the first Saw was definitely horror.SAW aint horror. It's just gore porn made to satisfy degenerates
This is the one I wanted to post about fish bowls!![]()
I mean, the guy can't get a word in with out being constantly bombarded by a group of certain fans insulting him or antagonizing him if he says anything remotely negative against a group's preferred platform, no matter how truthful or coherent it is. It's hard to have a civil discussion otherwise.
It's similar to what this same audience does to Alex, Richard Ledbetter, or even John. It's not PC/Xbox/Switch fans attacking these people.
Sure buddy, good luck with that.
I mean, the guy can't get a word in with out being constantly bombarded by a group of certain fans insulting him or antagonizing him if he says anything remotely negative against a group's preferred platform, no matter how truthful or coherent it is. It's hard to have a civil discussion otherwise.
It's similar to what this same audience does to Alex, Richard Ledbetter, or even John. It's not PC/Xbox/Switch fans attacking these people.
No Craig no hype bruh.
I want HZ2 and HB2 to both look like the trailers we've seen but i don't want to set myself up for disappointment when they finally release... we know they are both going to look great but i think they were both also presented at a level the developers won't be able to deliver on come launch.
While i don't support a lot of the dogpiling effect that happens sometimes, other times it is so deserved. Like claiming you know someone at Naughtydog who told you the specs of PS5 but when you turn out wrong, you shift the goalpost and claim you were right. Like saying you are of a higher caliber as a film vfx artist than a game developer even though a lot of game developers come from film background and game developers use the same tools as vfx artist, the irony of it. If you've managed to get yourself banned or ran out of every games forum you engage in, at some point you have to start having some introspection.I mean, the guy can't get a word in with out being constantly bombarded by a group of certain fans insulting him or antagonizing him if he says anything remotely negative against a group's preferred platform, no matter how truthful or coherent it is. It's hard to have a civil discussion otherwise.
It's similar to what this same audience does to Alex, Richard Ledbetter, or even John. It's not PC/Xbox/Switch fans attacking these people.
I mean, the guy can't get a word in with out being constantly bombarded by a group of certain fans insulting him or antagonizing him if he says anything remotely negative against a group's preferred platform, no matter how truthful or coherent it is. It's hard to have a civil discussion otherwise.
It's similar to what this same audience does to Alex, Richard Ledbetter, or even John. It's not PC/Xbox/Switch fans attacking these people.
The way this could go is only one way; even if HZ1 pc was to be a remaster job, with the latest engine, effects ultra everything. Sony would not allow their own game on another platform compete with themselves during a new gen launch - so that would not happen. They need PS5 to look as mighty as possible and unless they've completely forgotten the value of platform exclusives, which is pretty unlikely.Technically we don't know if he is wrong yet... we haven't seen HZ1 maxed out on PC vs actual HZ2 gameplay that isn't bullshot cut scenes/CGI
This is nonsense. You have been shown the difference between cross gen games and sony's ps5 games several times across several different threads, and yet in the face of overwhelming evidence you continue to deny reality like a 9/11 truther.Which should still surpass the cross gen looking games at the sony event.
Did you work on Chicken Little, Matrix, Ice Age and Shrek 2? Like, the fuck? You are my childhood.Are you going to give me a job or something?
COMPUTER SKILLS
ï‚§ Programming Languages: C/C++11, C#, x86 Assembly, Java, and Python
ï‚§ Operating Systems: Windows and Linux/Unix
ï‚§ Applications: Maya, Unity, Unreal, Visual Studio IDE, Nsight Compute and GPU PerfStudio
ï‚§ Graphics Skills: CUDA, OpenGL, DirectX, GLSL, OpenSceneGraph, VR/AR, HoloLens, Arnold, and
Renderman
ACHIEVEMENTS
ï‚§ Primary Developer of the first shareware volumetric cloud plugin for Autodesk's popular Maya 3D software
package. As a part of this achievement, Autodesk distributed this plugin on their Conductor's CD at
SIGGRAPH99 to all developers. Samples of work was published in the 3rd Edition of Texturing & Modeling:
A Procedural Approach by David Ebert, Ken Perlin, Ken Musgrave, and Darwyn Peachey.
ï‚§ Member of the Golden Key National Honor Society
EDUCATION
Game Institue, Online Oct 2016 – May 2017
ï‚§ C# Programming
ï‚§ 3D Graphics and Game Engine Programming using OpenGL
ï‚§ Game Mathematics
ï‚§ Unity
University of Maryland Baltimore County, Baltimore, MD December 1999
ï‚§ Bachelor of Science in Computer Science
Community College of the Air Force, Montgomery, AL
ï‚§ Associate of Applied Science in Avionics Guidance and Control
EMPLOYMENT HISTORY
Lockheed Martin Missle & Fire Control, Grand Prarie, TX June 2017 – Present
Sr. Software Engineer (SECRET CLEARANCE)
Modeling/Simulation Framework (Missile Simulation Framework);
TacWarrior/Sceptre(OSGEarth realtime application);
HoloLens(AR/VR application R&D);
ï‚§ Developer of Operational Flight Program (OFP) and Modeling and Simulation Framework (MSF)
for missile flight simulation using C++/CUDA.
ï‚§ Helped develop MSF/OFP infrastructure using AGILE, Scrum and code reviews using confluence
ï‚§ Primary Developer of TacScape/TacWarrior OpenGL realtime visualization
ï‚§ Mentor of a small team of developers for C++ algorithms support with TTVS
ï‚§ Developer of GLSL shaders for our custom realtime rendering software using OpenScenGraph
ï‚§ Helped develop a test case of AR/VR application for the US military using Unity 3D
ï‚§ Collaborate with teams to complete US Navy/Army contracts using flight planning software.
ReelFX Animation Studios, Dallas, TX Nov 2007 – Oct 2016
Sr. Software Engineer
Scooby-Doo (upcoming CG Animated Feature Film);Free Birds(CG Animated Feature Film); Book of Life (CG
Animated Feature Film); Looney Tunes Shorts (CG Animated Shorts);
ï‚§ Primary Developer of all in-house shaders including various physically-based materials such as
hair, diffuse, specular, refraction, procedural textures, and procedural geometry.
ï‚§ Researched and Developed various path tracing techniques such as importance sampling for
solving inherent noise issues as a result of using a path tracer/Monte Carlo rendering.
ï‚§ Primary Developer on the Alembic Pipeline for Maya/Arnold.
ï‚§ Software Lead for developing tools for our texture and lighting departments such as applications
rendering physically-based lighting and shading, as well as procedural phenomena like smoke,
terrain, and surfaces
ï‚§ Designer/Implementor for the entire shader building pipeline using Arnold, Renderman and
Mental Ray
Walt Disney Feature Animation, Burbank, CA Jan 2005 – Aug 2007
Sr. Software Engineer
Chicken Little(CG Animated Feature Film); Meet the Robinsons (CG Animated Feature Film); Bolt (CG Animated
Feature Film)
ï‚§ Primary owner, Developer and support of the FX volume renderer for creating special effects such as clouds,
smoke, fire, etc.
ï‚§ Look development software supporter for tools such as TileTool, Render pipeline scripts, Lumiere for Maya,
and Cloth (Flattener) tools.
ï‚§ Designer/Implementor for the entire shader building pipeline using Renderman.
Omation Studios, San Clemente, CA May 2004 – Dec 2004
R&D Programmer
The Barnyard (CG Animated Feature Film)
ï‚§ Primary Author and Developer of the texture and lighting tools for development of shaders and
texture/lighting pipeline support for the 3d animated feature The Barnyard
ï‚§ Troubleshot scenes that have rendering issues with Mental Ray in the XSI environment
PDI/Dreamworks, Redwood City, CA July 2003 – April 2004
FX Developer
Shrek 2 (CG Animated Feature Film)
ï‚§ Developed a particle map tool for use in creating decals and designs on clothing, wet maps for the
appearence of water on skin, and projections of textures on surfaces.
ï‚§ Implemented an extruding curve geometry tool for use in creating various procedural geometric objects like
vines, foliage, and hair. This allowed curve primatives to have actual uv surfaces for using displacement
mapping and texturing.
ï‚§ Developed the fx_glitter tool that allowed the director to use any geometric primitive on any procedural
point on a curve. This tool was used for creating glitter in hair for a character in Shrek2.
ESC Entertainment, Alameda, CA April 2002 – June 2003
Color & Lighting TD - ShaderWriter
The Matrix: Reloaded (Feature Film); The Matrix: Revolutions (Feature Film)
ï‚§ Primary Author and Developer of the entire procedural noise library for development of shaders for Matrix
Revolutions using Mental Ray's API.
ï‚§ Primary Developer and supporter of various VFX tools for Matrix Reloaded/Revolutions.
ï‚§ Designer/Implementor of Mental->Maya shader conversion tool. This tool allowed the user to view
MentalRay shaders in Maya and switch back and forth between the two to bypass the process of exporting
shaders from Maya.
20th Century Fox/Blue Sky Studios, White Plains, NY Jan 2000 – Dec 2001
Production Programmer
Ice Age (CG Animated Feature Film)
ï‚§ Co-Author and Co-Developer of Blue Sky Studio's ConvertShader Tool for Maya.
ï‚§ Designer/Implementor of the Maya Poser Tool for Animators/Riggers.
I mean, the guy can't get a word in with out being constantly bombarded by a group of certain fans insulting him or antagonizing him if he says anything remotely negative against a group's preferred platform, no matter how truthful or coherent it is. It's hard to have a civil discussion otherwise.
It's similar to what this same audience does to Alex, Richard Ledbetter, or even John. It's not PC/Xbox/Switch fans attacking these people.
You should have used the crab lolThis is nonsense. You have been shown the difference between cross gen games and sony's ps5 games several times across several different threads, and yet in the face of overwhelming evidence you continue to deny reality like a 9/11 truther.
And no, this isnt about Halo Infinite. I had used the Halo clips from their bullshit inengine demo that was downgraded to oblivion to make prior comparison. You can look at watch dogs or AC odyssey or destiny 2 immediately see the difference. But Horizon 2 literally looks a gen ahead of their target render.
Cross gen foliage.
![]()
Next gen Foliage:
![]()
Cross gen wild life:
![]()
Next Gen Wild life:
![]()
Cross gen Character models:
![]()
Next gen character models:
![]()
And again, thats from a target render that even the XSX version couldnt come close to.
Your cross gen talk is nonsense.
I feel bad for lambasting him, but geez he gets on my tits. The shit he says, geezNot all heros wear capes, some carry an axe.
I for one appreciateVFXVeteran input even if I dont agree with everything he says.
Hate that people run others off.
I want HZ2 and HB2 to both look like the trailers we've seen but i don't want to set myself up for disappointment when they finally release... we know they are both going to look great but i think they were both also presented at a level the developers won't be able to deliver on come launch.
Their cutscenes are in engine, and look the same as gameplay. Also, guerrilla upgraded the visuals between the E3 demo and the retail version for zero dawn.
You are just in denial, and will be proven wrong again.
Insomniac didn't actually sold the IP to anyone, not MS and not Sony, since MS was the publisher, they wanted to own the IP too but the studio didn't sell it. They still have the IP belong to Studio, and Studio is owned by Sony so is the IP; but I don't think Sony would do nothing with the IP that was once only related to Xbox. Studio itself may want to follow up on it but I guess, the final say would lay on Sony, even Studio is interested. And I think the Studio also would not be interested to follow up on that too, they have much bigger fish to fry as the saying goes.Nah Sony always controlled that game, the IP, and funded it all. Or Marvel and Sony co-funded it. They essentially hired Insomniac to make it. Insomniac controlled almost no IPs. Microsoft owned Sunset Overdrive, but i think I read Insomniac bought it back from them. But Sony always owned Resistance and Ratchet etc.
Marvel licensed the game to Sony, hence the name: Marvel's Spider-Man. And the giant Marvel logo when the game boots. Developers don't own IP, publishers usually do because they fund the game. Like how Konami owns Metal Gear and Sony owns Death Stranding. Kojima owns no tech or games, he just makes games. That's why when he left Konami he lost the Fox engine.
Are you going to give me a job or something?
COMPUTER SKILLS
ï‚§ Programming Languages: C/C++11, C#, x86 Assembly, Java, and Python
ï‚§ Operating Systems: Windows and Linux/Unix
ï‚§ Applications: Maya, Unity, Unreal, Visual Studio IDE, Nsight Compute and GPU PerfStudio
ï‚§ Graphics Skills: CUDA, OpenGL, DirectX, GLSL, OpenSceneGraph, VR/AR, HoloLens, Arnold, and
Renderman
ACHIEVEMENTS
ï‚§ Primary Developer of the first shareware volumetric cloud plugin for Autodesk's popular Maya 3D software
package. As a part of this achievement, Autodesk distributed this plugin on their Conductor's CD at
SIGGRAPH99 to all developers. Samples of work was published in the 3rd Edition of Texturing & Modeling:
A Procedural Approach by David Ebert, Ken Perlin, Ken Musgrave, and Darwyn Peachey.
ï‚§ Member of the Golden Key National Honor Society
EDUCATION
Game Institue, Online Oct 2016 – May 2017
ï‚§ C# Programming
ï‚§ 3D Graphics and Game Engine Programming using OpenGL
ï‚§ Game Mathematics
ï‚§ Unity
University of Maryland Baltimore County, Baltimore, MD December 1999
ï‚§ Bachelor of Science in Computer Science
Community College of the Air Force, Montgomery, AL
ï‚§ Associate of Applied Science in Avionics Guidance and Control
EMPLOYMENT HISTORY
Lockheed Martin Missle & Fire Control, Grand Prarie, TX June 2017 – Present
Sr. Software Engineer (SECRET CLEARANCE)
Modeling/Simulation Framework (Missile Simulation Framework);
TacWarrior/Sceptre(OSGEarth realtime application);
HoloLens(AR/VR application R&D);
ï‚§ Developer of Operational Flight Program (OFP) and Modeling and Simulation Framework (MSF)
for missile flight simulation using C++/CUDA.
ï‚§ Helped develop MSF/OFP infrastructure using AGILE, Scrum and code reviews using confluence
ï‚§ Primary Developer of TacScape/TacWarrior OpenGL realtime visualization
ï‚§ Mentor of a small team of developers for C++ algorithms support with TTVS
ï‚§ Developer of GLSL shaders for our custom realtime rendering software using OpenScenGraph
ï‚§ Helped develop a test case of AR/VR application for the US military using Unity 3D
ï‚§ Collaborate with teams to complete US Navy/Army contracts using flight planning software.
ReelFX Animation Studios, Dallas, TX Nov 2007 – Oct 2016
Sr. Software Engineer
Scooby-Doo (upcoming CG Animated Feature Film);Free Birds(CG Animated Feature Film); Book of Life (CG
Animated Feature Film); Looney Tunes Shorts (CG Animated Shorts);
ï‚§ Primary Developer of all in-house shaders including various physically-based materials such as
hair, diffuse, specular, refraction, procedural textures, and procedural geometry.
ï‚§ Researched and Developed various path tracing techniques such as importance sampling for
solving inherent noise issues as a result of using a path tracer/Monte Carlo rendering.
ï‚§ Primary Developer on the Alembic Pipeline for Maya/Arnold.
ï‚§ Software Lead for developing tools for our texture and lighting departments such as applications
rendering physically-based lighting and shading, as well as procedural phenomena like smoke,
terrain, and surfaces
ï‚§ Designer/Implementor for the entire shader building pipeline using Arnold, Renderman and
Mental Ray
Walt Disney Feature Animation, Burbank, CA Jan 2005 – Aug 2007
Sr. Software Engineer
Chicken Little(CG Animated Feature Film); Meet the Robinsons (CG Animated Feature Film); Bolt (CG Animated
Feature Film)
ï‚§ Primary owner, Developer and support of the FX volume renderer for creating special effects such as clouds,
smoke, fire, etc.
ï‚§ Look development software supporter for tools such as TileTool, Render pipeline scripts, Lumiere for Maya,
and Cloth (Flattener) tools.
ï‚§ Designer/Implementor for the entire shader building pipeline using Renderman.
Omation Studios, San Clemente, CA May 2004 – Dec 2004
R&D Programmer
The Barnyard (CG Animated Feature Film)
ï‚§ Primary Author and Developer of the texture and lighting tools for development of shaders and
texture/lighting pipeline support for the 3d animated feature The Barnyard
ï‚§ Troubleshot scenes that have rendering issues with Mental Ray in the XSI environment
PDI/Dreamworks, Redwood City, CA July 2003 – April 2004
FX Developer
Shrek 2 (CG Animated Feature Film)
ï‚§ Developed a particle map tool for use in creating decals and designs on clothing, wet maps for the
appearence of water on skin, and projections of textures on surfaces.
ï‚§ Implemented an extruding curve geometry tool for use in creating various procedural geometric objects like
vines, foliage, and hair. This allowed curve primatives to have actual uv surfaces for using displacement
mapping and texturing.
ï‚§ Developed the fx_glitter tool that allowed the director to use any geometric primitive on any procedural
point on a curve. This tool was used for creating glitter in hair for a character in Shrek2.
ESC Entertainment, Alameda, CA April 2002 – June 2003
Color & Lighting TD - ShaderWriter
The Matrix: Reloaded (Feature Film); The Matrix: Revolutions (Feature Film)
ï‚§ Primary Author and Developer of the entire procedural noise library for development of shaders for Matrix
Revolutions using Mental Ray's API.
ï‚§ Primary Developer and supporter of various VFX tools for Matrix Reloaded/Revolutions.
ï‚§ Designer/Implementor of Mental->Maya shader conversion tool. This tool allowed the user to view
MentalRay shaders in Maya and switch back and forth between the two to bypass the process of exporting
shaders from Maya.
20th Century Fox/Blue Sky Studios, White Plains, NY Jan 2000 – Dec 2001
Production Programmer
Ice Age (CG Animated Feature Film)
ï‚§ Co-Author and Co-Developer of Blue Sky Studio's ConvertShader Tool for Maya.
ï‚§ Designer/Implementor of the Maya Poser Tool for Animators/Riggers.
Yeah, not cool bro. Learn from it, go with peaceCan we all just report this vetted dude so he stops ruining this thread.
For Guerrilla's case it is almost certain that the final product not only will hit these visual level, if possible they will also improve upon it. It is also likely Ninja Theory will also hit the mark. So we will see when these games release. HFW will release earlier too and most likely it will be a generational leap as can be seen from the reveal that everyone thought was just CGI (praise it as much but only doubting it will be in-game) while that was actually realtime in-game in engine cinematic that also included no HUD gameplay. No HUD gameplay has become the Sony First Party Studios shtick and while Sony fans have realized this behavior, others have found bliss in willful ignorance. Just go back and search the discussions on whether TLOU 2 and GoT E3 videos were in-game or even these were in fact PS4 games or perhaps next gen PS5 titles for having those visuals if true and not CGI... There you have it. Sony FP can deliver CGI quality in the final retail product, and not all studios can do that.
Yeah fucking finally, someone with logic and reason, it doesn't take a three digit genius to figure this out, they can not EVER cannibalize their own next gen system with their previous offering (and their next gen offering have to be top notch) IF they want to make generations matter and make everyone jump to the next gen as soon as possible, and that is what Sony has been doing from the start. That start actually came long before the generation ended, the long drought of 2 years of silence and no new AAA game announcements is no chance, it is deliberate. They have been working on a bang for a launch and launch window line up and at least 1 more year after the launch window. So 18 months (that's 1,5 years) of content is most definitely mapped out for PS5 generation. What we have seen till now, the ones that had either long gameplay segments or just seconds snippets, are all going to be in this period. And since they are close to release, these look like the final thing. Sorry to do this but they are not 343, they will deliver on their reveals.The way this could go is only one way; even if HZ1 pc was to be a remaster job, with the latest engine, effects ultra everything. Sony would not allow their own game on another platform compete with themselves during a new gen launch - so that would not happen. They need PS5 to look as mighty as possible, and unless they've completely forgotten the value of platform exclusives, which is pretty unlikely.
This is nonsense. You have been shown the difference between cross gen games and sony's ps5 games several times across several different threads, and yet in the face of overwhelming evidence you continue to deny reality like a 9/11 truther.
And no, this isnt about Halo Infinite. I had used the Halo clips from their bullshit inengine demo that was downgraded to oblivion to make prior comparison. You can look at watch dogs or AC odyssey or destiny 2 immediately see the difference. But Horizon 2 literally looks a gen ahead of their target render.
Cross gen foliage.
![]()
Next gen Foliage:
![]()
Cross gen wild life:
![]()
Next Gen Wild life:
![]()
Cross gen Character models:
![]()
Next gen character models:
![]()
And again, thats from a target render that even the XSX version couldnt come close to.
Your cross gen talk is nonsense.
No comment just decide for yourself. Let the game videos speak. In fact you're welcome to mute the Brit LOL Though I have to point out that his explanation is bang on the money.I do love GoT. I'm not sure it looks as good as that E3 presentation, so I'm not sure whether what was shown was in game or in engine.
I hope there is an ocean quest where she has to fight and kill a Megladon.
Hmmm. This is Horizon, so it'll probably be called a TeethFin... or a CrunchWater.