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"That PS3 Killzone footage..."

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This thread has been linked to the game 'Killzone'.
Wed 05/10/05 at 02:43
"High polygon count"
Posts: 15,624
Found this: [URL]http://crazyhamzters.com/extras/video/killzoneconfirm.wmv[/URL]

Listen carefully to what's being said.




I'm saying nothing, but I am crossing my fingers.

The full interview can be found here: [URL]http://media.ps3.ign.com/media/748/748475/vids_1.html[/URL]
Wed 05/10/05 at 02:43
"High polygon count"
Posts: 15,624
Found this: [URL]http://crazyhamzters.com/extras/video/killzoneconfirm.wmv[/URL]

Listen carefully to what's being said.




I'm saying nothing, but I am crossing my fingers.

The full interview can be found here: [URL]http://media.ps3.ign.com/media/748/748475/vids_1.html[/URL]
Wed 05/10/05 at 16:14
Regular
Posts: 6,492
Ok, so when he says "that's gameplay, that's real gameplay" you want me to believe him?

I'm not saying it isn't possible in realtime, I am saying not on a PS3, not even on an RSX and definately not interactive gameplay with proper Realtime physics, AI and all the like.

Exactly the same as the MGS video, scripted and made to look really nice but no way will the final game look or play anything like that video.
Wed 05/10/05 at 16:39
Regular
"\\"
Posts: 9,631
"That's gameplay" doesn't necesarily mean "That's in game foootage", which it probably doesn't.
Wed 05/10/05 at 17:32
"High polygon count"
Posts: 15,624
Bonus wrote:
> Exactly the same as the MGS video, scripted and made to look really
> nice but no way will the final game look or play anything like that
> video.

If you're talking about the video I think you are, that was apparently (I've not seen the video yet myself) interactive - they fiddled around with it in real time using a DualShock. Not quite "in-game", I know... but definitley real-time.

I saw something about it last night, I'll see if I can find it...
Wed 05/10/05 at 17:51
Regular
Posts: 6,492
Exactly, it's being rendered real-time, but it's not running any realtime physics calculations at all which makes simple things which are overlooked such as momentum calculations, collision calculations, level of detail, game logic, AI and all similar things non-existant in the demo. It also allows the developers to animate the models in a non-game like way.

The animations you saw there would be difficult to emulate into a control system. Just stupid things like the way the characters put their hands out to their other team members would need a phenominal amount of inverse kinematics to get it to look that good in a game situation when another model falls over and their arm isn't necessarily at an exact point. But in a cut-scene you can animate the actor to fall over and have an arm at a specified point and have another actors fingers and had reach exactly to where it is without having to calculate the positions against joint restrictions in real-time.

This is just a tech-demo and any final game will look and play nothing like that because there are no gameplay mechanics involved there whatsoever.

It just shows what the PS3 might be able to do with real-time cut-scenes (which I've never said isn't impressive) and not what gameplay is going to look like.
Wed 05/10/05 at 17:56
Regular
Posts: 6,492
Maybe real-time in the context I'm using it should be looked at as objects being transformed to world and then camera space at a rate of say 60 fps. That way when they move the camera around it is still doing the same number of calculations in the renderer so that's easy to do.

The actual content of the video itself isn't interactive in any way other than the fact that they can pause the scripts controlling the pre-written animation at any time and move the camera around.
Wed 05/10/05 at 17:59
Posts: 15,443
It's all very well showing off your know how, but you could have easily ct that down to: it was scripted.
Wed 05/10/05 at 18:08
Regular
Posts: 6,492
Bonus wrote:
> Exactly the same as the MGS video, scripted and made to look really
> nice but no way will the final game look or play anything like that
> video.

I did, away down there in my first post in this thread and it was questioned so I explained ;-).
Wed 05/10/05 at 18:18
"High polygon count"
Posts: 15,624
This is what I saw... [URL]http://www.1up.com/do/newsStory?cId=3143916&did=1[/URL]

I just watched the trailer. It's quite obviously not actual gameplay, but still mighty impressive.

I wouldn't be surprised if the actual game (MGS4) does look like that. Why? MGS games are basically a series of set-pieces, and - good as they have been - they're not exactly taxing.

If the demo at TGS could be interacted with, then you're practically three-quarters of the way there, aren't you?

What we need to remember is that the PS3 (and the 360 before anyone accuses me of bias) are supposed to be - hopefully - making things possible which haven't been up to now. It could just be possible that games will be this good when we're playing them.
Wed 05/10/05 at 18:35
Regular
Posts: 6,492
Certain things will for the most part look like they are. The vehicles etc probably will. What you'll lose is most of the fine details. Even in the MGS4 video you still see flat billboards and room for improvement, so some things might even begin to look better.

The major thing which will have to be different is the animation of both Snake and the characters from Killzone.

As soon as you are out of the cut-scene you're going to have animations which follow a cause and effect system based on user input. You're going to have a limited number of actions you can carry out and things wont be so tightly integrated in a final game. Ther emight not be any reason for the actual graphics and lighting to be any different, but it wont be possible for the animation to be the way it is in those videos.

You'll have to start to see repeated sequences etc. etc. once the charcters become interactive and they'll have to be done in a way which doesn't just feel like you're controlling a character on rails. Examples are just daft things like the players feet and how assured they look on them.

To get that done in a real-time interactive game you're going in for a world of pain with Inverse Kinematics and blended animations.

For Icarus's sake, it's going to need lots and lots of power and I'm not entirely sure that the next-gen systems are going to have that sort of power especially not this early in the development of multi-threaded engines.

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