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Forums - Sony Discussion - Digital Foundry: The technology of Killzone Shadow Fall

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A must to read... in technical terms one the most advanced games for consoles.

  • Ray-Traced Reflection System
  • Global Illumination, Anti-aliasing and Ambient Occulsion
  • GPU Compute

http://www.eurogamer.net/articles/digitalfoundry-the-making-of-killzone-shadow-fall



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Richard Leadbetter? Sorry, this guy can't be believed.



i remeber reading gamespot saying killzone 2 at the time was the most technically advanced game out there. id put guirilla akin to crytek. capable of making stunning looking games and of course good to play but somehow cant find that mega hit



...not much time to post anymore, used to be awesome on here really good fond memories from VGchartz...

PSN: Skeeuk - XBL: SkeeUK - PC: Skeeuk

really miss the VGCHARTZ of 2008 - 2013...

So Killzone also uses pre-rendered stuff in their games? Thanks for confirmation :) "All in-Engine" seems to be ridiculous next-gen. Seems videos are part of the engine.



walsufnir said:
Richard Leadbetter? Sorry, this guy can't be believed.

That's what i have been hearing: http://gamrconnect.vgchartz.com/thread.php?id=165295&page=1



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walsufnir said:
So Killzone also uses pre-rendered stuff in their games? Thanks for confirmation :) "All in-Engine" seems to be ridiculous next-gen. Seems videos are part of the engine.

Nope. Doesn't say that anywhere in the article. Everything I've seen from the game looks either in-game or in-engine. No CGI as far as I can tell.



hinch said:
walsufnir said:
So Killzone also uses pre-rendered stuff in their games? Thanks for confirmation :) "All in-Engine" seems to be ridiculous next-gen. Seems videos are part of the engine.

Nope. Doesn't say that anywhere in the article. Everything I've seen from the game looks either in-game or in-engine. No CGI as far as I can tell.


I am saying this because DF said in their Ryse-analysis that pre-rendered scenes won't show fps because... pre-rendered. Than the intro starts for Killzone and there is no fps, it starts with gameplay. So I guess they do the same like in Ryse.



walsufnir said:
hinch said:
walsufnir said:
So Killzone also uses pre-rendered stuff in their games? Thanks for confirmation :) "All in-Engine" seems to be ridiculous next-gen. Seems videos are part of the engine.

Nope. Doesn't say that anywhere in the article. Everything I've seen from the game looks either in-game or in-engine. No CGI as far as I can tell.


I am saying this because DF said in their Ryse-analysis that pre-rendered scenes won't show fps because... pre-rendered. Than the intro starts for Killzone and there is no fps, it starts with gameplay. So I guess they do the same like in Ryse.

Don't need a FPS counter to spot if a scene is pre-rendered, or not. And I'm not seeing anything out of the ordinary for Killzone. Whereas on Ryse, the opening cutscene (and probaby some others) are blatently done in CGI.

Not that is matters. Both are great looking games, visually and doing some interesting things on the tech side of things.



I read it this morning, I had not expected that audio ray casting would turn up so soon this gen. It works great too, the surround sound in KZ:SF is very immersive. Now I want to start popping off the gun everywhere instead of preserving ammo to check out the real time reflections. Next gen sound in the works.

"Everywhere in the game you have materials - walls, rocks, different things - that for geometry purposes are tagged with what material they are," says lead sound designer, Lewis James. "Now in the real world, when you fire a gun, the sound is just a byproduct of what what's happening inside the gun. That's the only part of the actual event that games tend to care about normally - the sound of the shot.

"But there's all sorts of things happening - a pressure wave that comes out of the gun interacts with the surfaces it touches when it has sufficient force. So that's what we do. It's a system called MADDER - Material Dependent Early Reflections. We bounce the shockwaves of the gun off every surface in the game, all the time. That defines the sound. The point is that there should be no illusion that it's reverb - because it isn't. It's real-time reflections based on geometry."



Also interesting to read all the plans they have for the next game, this is only the tip of the iceberg.

"We try to utilise as much [of the GPU] as possible. There are synchronous things which need to happen in sync with the rendering, but there are asynchronous things which can happen at any point so we try to utilise everything," says Valient.

"We've only touched the surface. We picked the force-fields, the colour correction system, memory defragmentation - that's what we use for the texture streaming. Those are a couple of things we picked as isolated systems that really work well with compute, so we tried those. Most of our other stuff works with regular pixel shaders, even some post-processing effects, so we will be improving.

"It's natural that we pick the post-processing effects and turn them into compute as that's much more efficient, so that's our next step - but we only had so much time for this game. I'm pretty sure we can improve a lot - there's a lot of room to explore."


Now if only their story stelling and actors could match their technical abilities...
The gameplay is solid luckily, just a bit heavy on trigger points here and there.



killzone is awesome



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