By using this site, you agree to our Privacy Policy and our Terms of Use. Close

Forums - Sony - The Dark Sorcerer PS4 Tech Demo Used Only 4 GB of GDDR5 RAM, 1 Million Polygons...

Games with a shorter draw distance should look extremely impressive. For instance if Quantic dream makes another game similar to Heavy rain it will be a sight to behold.



 

 

Around the Network

Attoyou said:

I don't know. 4GB just for that room and a couple of characters isn't amazing . No real AI or gameplay going on.

It's ~400MB of texture RAM per character... impressive.

And AI didn't use RAM at all... more heavly processing.



Bajablo said:
Polygon count is a bit misleading as the only source on "how good something looks". you can make a box out of 1000milion polygons.. it is still going to look as god as a box with 2polygons per side (12) so.. sure, polygons CAN make something look better but it doesn't have to do that.
Smoother models (or more uneven details) is usually the outcome of using a higher polygon count.

Clarification on what i mean:

First image is a box, the wireframe shows 2 polygons per side (a polygon is a triangle)
Second is a box with 9 squares per side, 18 polygons, though it is exactly the same shape as the first. it provides no more detail to the model than the first, polygons for polygons sake, not for extra details.





3DS FC# 4553-9947-9017 NNID: Bajablo

Torn-City - MMO text based RPG, join me! :)

Attoyou said:
nnodley said:
Damn I posted this in the PSNation thread just minutes after you made the thread. Anyway this is damn impressive for all being real time. Have hopes that this is what ps4 can achieve with a full game in a few years.

I don't know. 4GB just for that room and a couple of characters isn't amazing . No real AI or gameplay going on. 

Yeah that's the problem.  Though i guess there is a full 12 minute demo of this that I have yet to see that has multiple goblins being multiplied which is even more impressive.  Is that what this article is going off of?  And TBH, the polycounts are really overkill.  You could keep this same visual fidelity with way less polycounts.  I believe we will get close to this and based on QD's track record they always outdo their tech demos.  Even though their games are linear. 



Branko2166 said:
Games with a shorter draw distance should look extremely impressive. For instance if Quantic dream makes another game similar to Heavy rain it will be a sight to behold.

As this gen goes on devs will figure out ways to make large draw distances look crazy. GTA6, Elder Scrolls 6, Red Dead 2 will probably be more jaw dropping than anything you'll see in a closed room. No doubt a QD PS4 game will look stunning, though. 



Atto Suggests...:

Book - Malazan Book of the Fallen series 

Game - Metro Last Light

TV - Deadwood

Music - Forest Swords 

Around the Network
Bajablo said:
Bajablo said:
Polygon count is a bit misleading as the only source on "how good something looks". you can make a box out of 1000milion polygons.. it is still going to look as god as a box with 2polygons per side (12) so.. sure, polygons CAN make something look better but it doesn't have to do that.
Smoother models (or more uneven details) is usually the outcome of using a higher polygon count.

Clarification on what i mean:

First image is a box, the wireframe shows 2 polygons per side (a polygon is a triangle)
Second is a box with 9 squares per side, 18 polygons, though it is exactly the same shape as the first. it provides no more detail to the model than the first, polygons for polygons sake, not for extra details.



Thanks that the games are not cubes lol.

More polygons means more details.



I don't get it. It looks SO close to CGI. I thought we were years away from accomplishing this, let alone on games consoles.



ethomaz said:
Bajablo said:
Bajablo said:
Polygon count is a bit misleading as the only source on "how good something looks". you can make a box out of 1000milion polygons.. it is still going to look as god as a box with 2polygons per side (12) so.. sure, polygons CAN make something look better but it doesn't have to do that.
Smoother models (or more uneven details) is usually the outcome of using a higher polygon count.

Clarification on what i mean:

First image is a box, the wireframe shows 2 polygons per side (a polygon is a triangle)
Second is a box with 9 squares per side, 18 polygons, though it is exactly the same shape as the first. it provides no more detail to the model than the first, polygons for polygons sake, not for extra details.

 

Thanks that the games are not cubes lol.

More polygons means more details.

But that's where you are wrong :P more polygons dosn't translate directly to more details.. it COULD if you use it right, but you could also just have a shitty optimized game.
like crysis 1 :P (that game goes overboard with polygons/visual detail/performance)



3DS FC# 4553-9947-9017 NNID: Bajablo

Torn-City - MMO text based RPG, join me! :)

ClassicGamingWizzz said:
Remember “Old Man Face” from the reveal conference of the PS4 that a lot of people mocked as unimpressive or irrelevant?


wtf , people said this was unimpressive lol

this was the most good looking thing in all e3 in terms of graphics, ofcourse in the games we will not get that level i think, its too good to be true xD

People mocked because that was only a "Ond Man Face"... no body, no scene, etc...

Now they are mocking because it's not a real game (for now lol).



Attoyou said:
ethomaz said:
Attoyou said:
1 million polys for the sorcerer..Anyone know what the best from this gen was? and the best on PC now?

I think the main character in Beyond have a little over 30k.

The nano-suit character in Crysis (2007) have 67,000 polygons.

Yeah, from what I've seen thats the best one pc. Drake in Uncharted 2 was 35k+ so I can only imagine Uncharted 3 characters being around 40k

found this thread, has some interesting stuff: http://forum.beyond3d.com/showthread.php?t=43975 

Snake's model that's smoking a cigarrete is 400k polygons.  Apparently the dragon and rider in Lair is 120k.