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pezus said:
Nem said:
pezus said:
Nem said:

 



What if i said it could run on the PS3 with less detailed textures and 30 fps. Does it sound possible now? Because i respectufully disagree with you. I didnt see anything inherently amazing with the Killzone demo. Granted, it was the best we have seen so far from next gen consoles.

No...

Does my post hint at that? I said KZ2 and 3 could probably run on WiiU, and they are two of the most graphically advanced PS3 games. It's quite obvious that SF couldn't be made on PS3.

@dahuman: The lighting was far beyond what PS3 could do. So were the particle effects, shadows, and amount of stuff on-screen. All this happening with very little aliasing and already at a stable FPS.

You both should read through this: http://www.eurogamer.net/articles/digitalfoundry-inside-killzone-shadow-fall

"In terms of graphics, this is where the enhancements Guerrilla has made over Killzone 3 are perhaps best appreciated. For in-game characters, the PS3 game used three different LOD models (more polygons used the closer you are to the character in question), up to 10,000 polygons and 1024x1024 textures. Things have changed significantly for PlayStation 4 with seven LOD models and a maximum of 40,000 polygons and up to six 2048x2048 textures."

"Lighting looks simply phenomenal in Killzone: Shadow Fall (to the point where Guerrilla released an entirely separate presentation on how it works) with a full HDR, linear space system in place that's a clear evolution of the techniques used in Killzone 2 and its sequel. A key new feature is something similar to what we see in Kojima Productions' FOX engine and Unreal Engine 4 - a move to physical based lighting. In the past, in-game objects would have a certain degree of their lighting "baked" into the object itself. Now, the physical properties of the object itself - its composition, its smoothness/roughness etc - are variables defined by the artist, and the way they are lit depends on the actual light sources in any given scene."

"During this evolution all lights in any given scene became "area lights" - able to influence the world around them, and all light sources have actual volume to them too. Everything on-screen has a real-time reflection that considers all the appropriate light sources. A mixture techniques including ray-casting and image-based lighting produces some exceptional results."

 

PS3 couldn't run this. Not a chance. They'd have to change the entire game, not just the textures

dood, read what you bolded :P a lot of it are RAM based, and I already said it'd be missing some stuff but it'd run, the game was running on the PS3 KZ engine man, hence why I said it can run, you'd just tone down the poly count and the lighting wouldn't be as good. You literally said the same thing I did lol.