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Forums - Sony - Sony Insider Thuway: The Power Gap Between X1/PS4" will increase with The Order:1886

Lawlight said:
dane007 said:

Have you played ryse? lol.   The area you get to explore is pretty big. Actually i never experience slow down during gameplay. it was 30 for 99% for me. iT DROP SLIGHTLY IN ONE CUTSCEN . tHE REST OF TEH GAME WS VERY SMOOTH FOR ME. hECK I EXPERIENCE SOME SLOWDOWN PLAYING kILLZONE. tHREES A LEVEL TOWRDS TEH END WHER ETHE FRAME DROPS AND ITS NOTICEABLE. dON'T KNOW IF THATS A BUG OR A ONE TIME THING BUT I EXPERIENCED IT.  sorry fro the caps as my keyboard is broken lol.  Wheres your prrof that KZ has 70% more pixels? I am woudl b einterested to read that article. RYSE if i am not mistaken as more polygons in a  main character tehn compared to killzone which has 40,000. Plus ryse teh character models are teh same for both cut scene and gameplay and every enemy on screen has teh same amount of detail then teh main character. Killzone enmies don't have such luxury. Both games are prety much limited in their own way as theres a limit to what you can do in FPS game much liek in hack and slash game.


The areas mayb be pretty big but I doubt you can roam around like in Killzone:SF - it's pretty much like GoW just without the fixed camera and cool gameplay. Killzone: SF has large open areas with multiple possible paths.

For the framerate, I'm just using number from digital foundry.

For the pixels, I didn't say 70% more pixels - Ryse has 70% of the pixel that KZ:SF has. Ryse is 1600x900 and KZ:SF is 1920x1080.

Ryse's characters do have more polygons but, as I said, it's a much smaller game. Btw, did Crytek ever say that all characters on screen have the same polycount?

And do you know that same character models aren't used in cutscenes and gameplay for K:SF?


Sorry for the late reply ,, i ws looking for the proof :). http://www.crytek.com/download/Ryse_ChrisEvans_Sigg.pdf In this pdf it says that all characters share teh same basic rig modules. http://www.guerrilla-games.com/presentations/Valient_Killzone_Shadow_Fall_Demo_Postmortem.pdf in this article it says that the highest polycount is when yo up cloase which is 40k and thast normally happens during cutscenes. Plus if you played teh game you can tell that thers a huge difference in detail quality between cutscnes and gameplay models for kz.



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ethomaz said:
Killzone Shadow fall is not linear anymore... It is more open world than Crysis 2/3 for example.


http://www.digitaltrends.com/game-reviews/killzone-shadow-fall-review/

http://www.digitalspy.co.uk/gaming/review/a534541/killzone-shadow-fall-review-ps4-beautiful-but-bland.html

http://en.wikipedia.org/wiki/Killzone_Shadow_Fall 

These reviewers beg to differ.I have playe dteh game a dtheres only a handful of levels where teh area to explore is big but overall the game is still linear. Alot of stages only have  small spaces to explore. Just liek Crysis 3,, certain levels have big area to explore while mnost of is not . Therefore having a slightly big map does not make teh overall game open world,, its still linear in its design.



dane007 said:
Lawlight said:
dane007 said:

Have you played ryse? lol.   The area you get to explore is pretty big. Actually i never experience slow down during gameplay. it was 30 for 99% for me. iT DROP SLIGHTLY IN ONE CUTSCEN . tHE REST OF TEH GAME WS VERY SMOOTH FOR ME. hECK I EXPERIENCE SOME SLOWDOWN PLAYING kILLZONE. tHREES A LEVEL TOWRDS TEH END WHER ETHE FRAME DROPS AND ITS NOTICEABLE. dON'T KNOW IF THATS A BUG OR A ONE TIME THING BUT I EXPERIENCED IT.  sorry fro the caps as my keyboard is broken lol.  Wheres your prrof that KZ has 70% more pixels? I am woudl b einterested to read that article. RYSE if i am not mistaken as more polygons in a  main character tehn compared to killzone which has 40,000. Plus ryse teh character models are teh same for both cut scene and gameplay and every enemy on screen has teh same amount of detail then teh main character. Killzone enmies don't have such luxury. Both games are prety much limited in their own way as theres a limit to what you can do in FPS game much liek in hack and slash game.


The areas mayb be pretty big but I doubt you can roam around like in Killzone:SF - it's pretty much like GoW just without the fixed camera and cool gameplay. Killzone: SF has large open areas with multiple possible paths.

For the framerate, I'm just using number from digital foundry.

For the pixels, I didn't say 70% more pixels - Ryse has 70% of the pixel that KZ:SF has. Ryse is 1600x900 and KZ:SF is 1920x1080.

Ryse's characters do have more polygons but, as I said, it's a much smaller game. Btw, did Crytek ever say that all characters on screen have the same polycount?

And do you know that same character models aren't used in cutscenes and gameplay for K:SF?


Sorry for the late reply ,, i ws looking for the proof :). http://www.crytek.com/download/Ryse_ChrisEvans_Sigg.pdf In this pdf it says that all characters share teh same basic rig modules. http://www.guerrilla-games.com/presentations/Valient_Killzone_Shadow_Fall_Demo_Postmortem.pdf in this article it says that the highest polycount is when yo up cloase which is 40k and thast normally happens during cutscenes. Plus if you played teh game you can tell that thers a huge difference in detail quality between cutscnes and gameplay models for kz.

 

Your Ryse pdf is old - it still shows that th characters have around 150,000 polygons. The KZ:SF also doesn't state that cutscene and in game characters aren't different. I believe you were just making an assumption there. As far as I'm seeing from that document, it's 40,000 for characters that are within 2 in the game.



dane007 said:
ethomaz said:
Killzone Shadow fall is not linear anymore... It is more open world than Crysis 2/3 for example.


http://www.digitaltrends.com/game-reviews/killzone-shadow-fall-review/

http://www.digitalspy.co.uk/gaming/review/a534541/killzone-shadow-fall-review-ps4-beautiful-but-bland.html

http://en.wikipedia.org/wiki/Killzone_Shadow_Fall 

These reviewers beg to differ.I have playe dteh game a dtheres only a handful of levels where teh area to explore is big but overall the game is still linear. Alot of stages only have  small spaces to explore. Just liek Crysis 3,, certain levels have big area to explore while mnost of is not . Therefore having a slightly big map does not make teh overall game open world,, its still linear in its design.


Doesn't matter what the reviews says - I played the game. And he didn't say it is an open world game, he said it is more open world than those 2 games. It certainly is more open than Crysis 2. That forest level is very big - and, again, at higher resolution and framerate.



Lawlight said:
dane007 said:
Lawlight said:
dane007 said:

Have you played ryse? lol.   The area you get to explore is pretty big. Actually i never experience slow down during gameplay. it was 30 for 99% for me. iT DROP SLIGHTLY IN ONE CUTSCEN . tHE REST OF TEH GAME WS VERY SMOOTH FOR ME. hECK I EXPERIENCE SOME SLOWDOWN PLAYING kILLZONE. tHREES A LEVEL TOWRDS TEH END WHER ETHE FRAME DROPS AND ITS NOTICEABLE. dON'T KNOW IF THATS A BUG OR A ONE TIME THING BUT I EXPERIENCED IT.  sorry fro the caps as my keyboard is broken lol.  Wheres your prrof that KZ has 70% more pixels? I am woudl b einterested to read that article. RYSE if i am not mistaken as more polygons in a  main character tehn compared to killzone which has 40,000. Plus ryse teh character models are teh same for both cut scene and gameplay and every enemy on screen has teh same amount of detail then teh main character. Killzone enmies don't have such luxury. Both games are prety much limited in their own way as theres a limit to what you can do in FPS game much liek in hack and slash game.


The areas mayb be pretty big but I doubt you can roam around like in Killzone:SF - it's pretty much like GoW just without the fixed camera and cool gameplay. Killzone: SF has large open areas with multiple possible paths.

For the framerate, I'm just using number from digital foundry.

For the pixels, I didn't say 70% more pixels - Ryse has 70% of the pixel that KZ:SF has. Ryse is 1600x900 and KZ:SF is 1920x1080.

Ryse's characters do have more polygons but, as I said, it's a much smaller game. Btw, did Crytek ever say that all characters on screen have the same polycount?

And do you know that same character models aren't used in cutscenes and gameplay for K:SF?


Sorry for the late reply ,, i ws looking for the proof :). http://www.crytek.com/download/Ryse_ChrisEvans_Sigg.pdf In this pdf it says that all characters share teh same basic rig modules. http://www.guerrilla-games.com/presentations/Valient_Killzone_Shadow_Fall_Demo_Postmortem.pdf in this article it says that the highest polycount is when yo up cloase which is 40k and thast normally happens during cutscenes. Plus if you played teh game you can tell that thers a huge difference in detail quality between cutscnes and gameplay models for kz.

 

Your Ryse pdf is old - it still shows that th characters have around 150,000 polygons. The KZ:SF also doesn't state that cutscene and in game characters aren't different. I believe you were just making an assumption there. As far as I'm seeing from that document, it's 40,000 for characters that are within 2 in the game.


http://www.neogaf.com/forum/showthread.php?p=83981723 hers teh updated one with the 85,000 polygons. Cytek made claim saying ryse is the first game in history to use that technique. I plyed the game and theres a huge difference between cutscenes models and gameplay models. https://www.google.co.nz/search?newwindow=1&hl=en&biw=1680&bih=949&site=imghp&tbm=isch&oq=killzone+shadowfall+cutscene+&gs_l=img.3...19851.20225.0.20918.2.2.0.0.0.0.210.418.2-2.2.0....0...1c.1.34.img..2.0.0.mKHN6DZhuKQ&q=killzone%20shadowfall%20cutscene#facrc=_&imgdii=_&imgrc=Zua2rwZ8qvZ9wM%253A%3BnB2qtJs4r8gDWM%3Bhttp%253A%252F%252Fstatic.gamespot.com%252Fuploads%252Foriginal%252F349%252F3494045%252F2380927-amarectv2013-11-1523-t0ufp.jpg%3Bhttp%253A%252F%252Fwww.gamespot.com%252Fforums%252Fsystem-wars-314159282%252Fkillzone-shadow-fall-killzowned-everyone-in-graphi-30933469%252F%3B1920%3B1080 thats one example and a gameplay model of the same character https://www.google.co.nz/search?newwindow=1&hl=en&biw=1680&bih=949&site=imghp&tbm=isch&oq=killzone+shadowfall+cutscene+&gs_l=img.3...19851.20225.0.20918.2.2.0.0.0.0.210.418.2-2.2.0....0...1c.1.34.img..2.0.0.mKHN6DZhuKQ&q=killzone%20shadowfall%20cutscene#facrc=_&imgdii=Zua2rwZ8qvZ9wM%3A%3BaHXYAyIYcLjj1M%3BZua2rwZ8qvZ9wM%3A&imgrc=Zua2rwZ8qvZ9wM%253A%3BnB2qtJs4r8gDWM%3Bhttp%253A%252F%252Fstatic.gamespot.com%252Fuploads%252Foriginal%252F349%252F3494045%252F2380927-amarectv2013-11-1523-t0ufp.jpg%3Bhttp%253A%252F%252Fwww.gamespot.com%252Fforums%252Fsystem-wars-314159282%252Fkillzone-shadow-fall-killzowned-everyone-in-graphi-30933469%252F%3B1920%3B1080



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Lawlight said:
dane007 said:
ethomaz said:
Killzone Shadow fall is not linear anymore... It is more open world than Crysis 2/3 for example.


http://www.digitaltrends.com/game-reviews/killzone-shadow-fall-review/

http://www.digitalspy.co.uk/gaming/review/a534541/killzone-shadow-fall-review-ps4-beautiful-but-bland.html

http://en.wikipedia.org/wiki/Killzone_Shadow_Fall 

These reviewers beg to differ.I have playe dteh game a dtheres only a handful of levels where teh area to explore is big but overall the game is still linear. Alot of stages only have  small spaces to explore. Just liek Crysis 3,, certain levels have big area to explore while mnost of is not . Therefore having a slightly big map does not make teh overall game open world,, its still linear in its design.


Doesn't matter what the reviews says - I played the game. And he didn't say it is an open world game, he said it is more open world than those 2 games. It certainly is more open than Crysis 2. That forest level is very big - and, again, at higher resolution and framerate.


he said ethomaz said:

Killzone Shadow fall is not linear anymore which is false because the entire game has teh open levels liek teh forest. its still linear by design. i too have played the game



This graphical dick measuring needs to stop. You all come across as tools.



BMaker11 said:
well....that's a completely dumb statement. The "power gap" isn't gonna increase because games come out. The gfx cards don't become "better" just because devs learn to use their resources better.

That's true.  I think he should have said the graphics gap, instead.  It's obvoius that the graphics gap is going to increase over time, as developers want to use the PS4 to its full potential.  Which means we're going to start seeing 720p, maybe 900p, be the norm on the One in an attempt to keep up with the visuals.  MS said Halo 5 would be a milestone in visuals, but if they are truly aiming to compete with some of the PS4's upcoming games that will be releasing around the same time, I have no doubt that that game will run 720p and 30FPS.



thismeintiel said:
BMaker11 said:
well....that's a completely dumb statement. The "power gap" isn't gonna increase because games come out. The gfx cards don't become "better" just because devs learn to use their resources better.

That's true.  I think he should have said the graphics gap, instead.  It's obvoius that the graphics gap is going to increase over time, as developers want to use the PS4 to its full potential.  Which means we're going to start seeing 720p, maybe 900p, be the norm on the One in an attempt to keep up with the visuals.  MS said Halo 5 would be a milestone in visuals, but if they are truly aiming to compete with some of the PS4's upcoming games that will be releasing around the same time, I have no doubt that that game will run 720p and 30FPS.

Good God, you are deluded.  PS4 graphics will improve as developers gain a better understanding of the hardware but the XBox graphics will stagnate?  Halon5 graphics are already confirmed 60fps. Some people here are as biased as they are on SonyGaf.



Krill said:
thismeintiel said:
BMaker11 said:
well....that's a completely dumb statement. The "power gap" isn't gonna increase because games come out. The gfx cards don't become "better" just because devs learn to use their resources better.

That's true.  I think he should have said the graphics gap, instead.  It's obvoius that the graphics gap is going to increase over time, as developers want to use the PS4 to its full potential.  Which means we're going to start seeing 720p, maybe 900p, be the norm on the One in an attempt to keep up with the visuals.  MS said Halo 5 would be a milestone in visuals, but if they are truly aiming to compete with some of the PS4's upcoming games that will be releasing around the same time, I have no doubt that that game will run 720p and 30FPS.

Good God, you are deluded.  PS4 graphics will improve as developers gain a better understanding of the hardware but the XBox graphics will stagnate?  Halon5 graphics are already confirmed 60fps. Some people here are as biased as they are on SonyGaf.

You don't seem to have understood a single word he said.

@ bolded: From this overly defensive post of yours, you make it clear that you're part of the problem.