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Forums - Sony - PLAYSTATION Nation -The Legend

 

How does this make you feel?

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gooch_destroyer said:
Weedlab! are you getting Dragon's Crown for Vita?


Yup! Too sexy a game not to get. After playing Soul Sacrifice on Vita for about 120 hours I decided to get DC on Vita. lulz Might be more fun for me there.



 

Playstation = The Beast from the East

Sony + Nintendo = WIN! PS3 + PSV + PS4 + Wii U + 3DS


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Deyon said:

We need some new discussion up in this bitch. It will pretty much die off if we continue like this.

Also, what day is today? I predict it's Saturday.


Wednesday in Japan.



 

Playstation = The Beast from the East

Sony + Nintendo = WIN! PS3 + PSV + PS4 + Wii U + 3DS


i think this is a new trailer from watchdogs... but its the current gen version. not sure why they would do that

http://www.youtube.com/watch?v=YZahmJIhE90



I am Torgo, I take care of the place while the master is away.

"Hes the clown that makes the dark side fun.. Torgo!"

Ha.. i won my bet, but i wasnt around to gloat because im on a better forum!  See ya guys on Viz

DD_Bwest said:
i think this is a new trailer from watchdogs... but its the current gen version. not sure why they would do that

http://www.youtube.com/watch?v=YZahmJIhE90


Did they ever say if it was being built in house or outsourced? Based on how they talked about both versions (current vs next) I'm inclined to go for next, and not just because of the obvious enhancements. I remembered at one point they said they didn't start development on current gen while next gen development was in full swing. That didn't resonate well with me, especially since it is an open world game on the PS3 (I didn't forget you with AC3 on PS3 Ubi).



 

Playstation = The Beast from the East

Sony + Nintendo = WIN! PS3 + PSV + PS4 + Wii U + 3DS


I think Sony should focus on the PS4 and Vita at gamescom. I mean, how the hell the XBO have more exclusive games than the PS4?



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BasilZero said:
Weedlab said:
DD_Bwest said:
i think this is a new trailer from watchdogs... but its the current gen version. not sure why they would do that

http://www.youtube.com/watch?v=YZahmJIhE90


Did they ever say if it was being built in house or outsourced? Based on how they talked about both versions (current vs next) I'm inclined to go for next, and not just because of the obvious enhancements. I remembered at one point they said they didn't start development on current gen while next gen development was in full swing. That didn't resonate well with me, especially since it is an open world game on the PS3 (I didn't forget you with AC3 on PS3 Ubi).


Just get it for PC if you cant decide whether to get for Current or Next gen ;p! It is what I'm doing (I'll probably get the PS3 version too due to the exclusive gameplay features with AC3L's character).

Yes. Both. I know I'm crazy.

That's fine. I do that for some games too. =D I intend to get all cross gen games on PS4. I want to take in the added benefits - however marginal.



 

Playstation = The Beast from the East

Sony + Nintendo = WIN! PS3 + PSV + PS4 + Wii U + 3DS


DD_Bwest said:

 

also got this  http://game.watch.impress.co.jp/docs/series/3dcg/20130731_608483.html     but its in japanese which i dont speak at all.  " LukasTaves" on gaf gave a translation of bullet points using googoe translate 

 


Those DF shots make even more clear that we were actually seeing real time footage.

I took a glance of the watch article using google translate, there were some complementary info:

- 10-20 million per frame, 10x increase of the previous gen. However that's the amount of polygons per frame, it doesn't mean the scene is composed of 10-20 millions polys. For instance they have to redrawn any object that cast shadow for the shadow maps.

- To develop the engine and the game, they presumed Ps4 would be about 8 times more powerful than Ps3. From the specs Ps4 falls in line with they expected.

- The 30 shaders they are using are not comparable to previous gen shaders. With Dx9 and last gen shaders had to be much simpler because dynamic branching would destroy performance. Now they can have more complex/intelligent shaders and so they can use less of them to achieve the desired look.

- Apparently the Pc demo uses only 1.2GB of video ram (compared to Ps4's 2GB)... There's a explanation for that, but due poor translation I couldn't make sense of it.

- Apparently they are using tesselation for LOD, but not for drawing objects with higher poly count.

- For increasing geometry using tesselation, they used Catmull-Clark sub division surfaces, but that proved too resource heavy to be used everywhere. For the demo, it was only being used on the robe the witch was using.

- They are testing faster algorithms of tesselation that would allow them to enable tessellation on all drawn objects.

- For rendering they use Tile based deferred rendering, and for transparent objects they use a mix of foward rendering too.

- They talk about performances advantages of TBDR, but that is also impossible to understand, but I think papers on the tech shouldn't be hard to find.

- They seem to use physically correct shaders and area lights.

- They initially wanted to have real time GI using SVOGI (the same of the Ue4 demo). But creating and maintaining the octree was too heavy for the Ps4 to handle alongside the game.

- But the work done there allowed them to use the voxel cone tracing algorithm in more some areas. Specifically for the demo, this technique is used to handle the dragon's flames. Just like the UE4 elemental demo, voxel cone tracing allows an entire object to become emissive (in essentially, a light source). That was also used in the demo: The rocks and the shield that receive the flames become emissive of lights too.

- They talk about a 3d mega texture using GCN Partially resident textures. It could be useful for static geometry, and could be a way to get SVOGI working on the next gen consoles.

- In some place there they say that the flames propagation are actually simulated used fluid dynamics, and I think the voxel representation of the flames also helped that...

Can I use your transalations for the thread?

http://gamrconnect.vgchartz.com/thread.php?id=165472



Weedlab said:
DD_Bwest said:
i think this is a new trailer from watchdogs... but its the current gen version. not sure why they would do that

http://www.youtube.com/watch?v=YZahmJIhE90


Did they ever say if it was being built in house or outsourced? Based on how they talked about both versions (current vs next) I'm inclined to go for next, and not just because of the obvious enhancements. I remembered at one point they said they didn't start development on current gen while next gen development was in full swing. That didn't resonate well with me, especially since it is an open world game on the PS3 (I didn't forget you with AC3 on PS3 Ubi).


no clue really,  i just know that trailer has to be current gen because it looks like shit compared to everything else we've seen from watch dogs.  I guess some people wont be upgrading right away and will want to play watchdogs..  but to me that would be painful knowing there is a much better version to be played



I am Torgo, I take care of the place while the master is away.

"Hes the clown that makes the dark side fun.. Torgo!"

Ha.. i won my bet, but i wasnt around to gloat because im on a better forum!  See ya guys on Viz

Weedlab said:
gooch_destroyer said:
Weedlab! are you getting Dragon's Crown for Vita?


Yup! Too sexy a game not to get. After playing Soul Sacrifice on Vita for about 120 hours I decided to get DC on Vita. lulz Might be more fun for me there.


Same here.



ethomaz said:

DD_Bwest said:

 

also got this  http://game.watch.impress.co.jp/docs/series/3dcg/20130731_608483.html     but its in japanese which i dont speak at all.  " LukasTaves" on gaf gave a translation of bullet points using googoe translate 

 


Those DF shots make even more clear that we were actually seeing real time footage.

I took a glance of the watch article using google translate, there were some complementary info:

- 10-20 million per frame, 10x increase of the previous gen. However that's the amount of polygons per frame, it doesn't mean the scene is composed of 10-20 millions polys. For instance they have to redrawn any object that cast shadow for the shadow maps.

- To develop the engine and the game, they presumed Ps4 would be about 8 times more powerful than Ps3. From the specs Ps4 falls in line with they expected.

- The 30 shaders they are using are not comparable to previous gen shaders. With Dx9 and last gen shaders had to be much simpler because dynamic branching would destroy performance. Now they can have more complex/intelligent shaders and so they can use less of them to achieve the desired look.

- Apparently the Pc demo uses only 1.2GB of video ram (compared to Ps4's 2GB)... There's a explanation for that, but due poor translation I couldn't make sense of it.

- Apparently they are using tesselation for LOD, but not for drawing objects with higher poly count.

- For increasing geometry using tesselation, they used Catmull-Clark sub division surfaces, but that proved too resource heavy to be used everywhere. For the demo, it was only being used on the robe the witch was using.

- They are testing faster algorithms of tesselation that would allow them to enable tessellation on all drawn objects.

- For rendering they use Tile based deferred rendering, and for transparent objects they use a mix of foward rendering too.

- They talk about performances advantages of TBDR, but that is also impossible to understand, but I think papers on the tech shouldn't be hard to find.

- They seem to use physically correct shaders and area lights.

- They initially wanted to have real time GI using SVOGI (the same of the Ue4 demo). But creating and maintaining the octree was too heavy for the Ps4 to handle alongside the game.

- But the work done there allowed them to use the voxel cone tracing algorithm in more some areas. Specifically for the demo, this technique is used to handle the dragon's flames. Just like the UE4 elemental demo, voxel cone tracing allows an entire object to become emissive (in essentially, a light source). That was also used in the demo: The rocks and the shield that receive the flames become emissive of lights too.

- They talk about a 3d mega texture using GCN Partially resident textures. It could be useful for static geometry, and could be a way to get SVOGI working on the next gen consoles.

- In some place there they say that the flames propagation are actually simulated used fluid dynamics, and I think the voxel representation of the flames also helped that...

Can I use your transalations for the thread?

http://gamrconnect.vgchartz.com/thread.php?id=165472

Its not mine,  Its from Lukastaves on Gaf.  All credit goes to him :)



I am Torgo, I take care of the place while the master is away.

"Hes the clown that makes the dark side fun.. Torgo!"

Ha.. i won my bet, but i wasnt around to gloat because im on a better forum!  See ya guys on Viz