http://www.eurogamer.net/articles/digitalfoundry-killzone-shadow-fall-demo-tech-analysis
This is it. This is PlayStation 4. With the reveal of Killzone: Shadow Fall we have our first glimpse at real-time next-generation gameplay, giving us some idea of what to expect from a technical perspective from Sony's brand new hardware. Those hoping for a leap towards 1080p resolution are likely to be pleased with the developer's efforts, while those lusting after a new 60FPS standard should prepare for disappointment. In Shadow Fall, enhanced detail, superlative effects work and solid performance are the focus over and above the 1080p60 dream, but the question is, just how much of a leap does Shadow Fall represent over what we already have? Is this truly next-generation stuff?
First impressions of the new Killzone from a technical perspective certainly don't disappoint. The tour starts with a spectacular fly around of Vekta's glimmering citadel, showing off whizzing hover-cars, tumbling waterfalls, flapping ISA banners, and more cherry blossom trees than would frankly make the cut for most other shooters. The Killzone franchise has been defined by a darker, murkier, grimier aesthetic but clearly developer Guerrilla Games intends to show off a bit more color this time around - at least in its opening gambit - and the results are immediately eye-catching.
As it stands, the condition of Killzone: Shadow Fall's demo hints at the greater promise of its full release later this year. Regardless, and perhaps most importantly, out of all the titles showcased at Sony's event this week, Guerrilla Games is making the most practical declaration of intent for the future of PS4. Here we have unscripted stretches of gameplay on display with a multitude of effects we may well have seen in isolation on PS3, but rarely all in tandem, and never at this incredible sense of scale.
There are some curious cut-backs we didn't expect to see, but there's plenty of development time remaining until the game is finished, and with the bar being raised in almost every other category, it's perhaps inevitable that certain shortcomings - specific hangovers from the last generation - might rise to the surface. On the positive side, the push for higher-grade volumetric effects, masses of on-screen geometry, object-based motion blur, SSAO, and a full 1080p native frame-buffer all stand as the big selling points from a technical perspective in the here and now.
Based on specs alone, the PS4 clearly has far more to offer than what we're seeing, and it's worth remembering that Guerrilla would have developed a large chunk of Shadow Fall on incomplete hardware. Our understanding is that final kits based on actual PS4 production hardware are a relatively recent phenomenon, and now the developer has a fixed target to aim for, we may well see significant engine improvements. But if this stands as the level of technical quality we should expect for Shadow Fall's final release, we'll be due for one of the most technically compelling launch titles we've seen in a very long time.
I did not copy the whole article, just beginning and end.










