I don't think most developers do it intentially. They have the games running on PC's, but then realize they will have to slightly downgrade for them to run properly on consoles. I have a feeling it will happen much more often this gen than previous.
I don't think most developers do it intentially. They have the games running on PC's, but then realize they will have to slightly downgrade for them to run properly on consoles. I have a feeling it will happen much more often this gen than previous.
KylieDog said:
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Falling Down was a good movie. Lol he said its plump juicy and 3 inches thick. Micheal Scott would would be proud.
SvennoJ said:
Yup, they used what they had in '05 to spice things up, the flame effects look pretty dumb though. 05 has the smoke effects turned up to the max to hide the rather simple lighting. Animation is all tailor made for the trailer, it's one long cutscene as they admitted. |
To each their own in terms of the art direction I guess.
fps_d0minat0r said: I'm not sure why that happened to you throughout the game but I only had a few stutters during the autosaves. |
I don't mean stutter, I mean that, like in 99% of games, characters switch from one pose or animation to the next without a fluid transition between the two.
Since the 2005 trailer was pre-rendered, its makers were able to carefully animate each character in a continuous, fluid way.
transition animations maybe, smoke billows maybe. but overall the final killzone2 was graphical better, by some margin.
why people always cite this as their go to example of "bullshots that dont live up to the final game" is beyond me. this is an example of where almost everything was improved upon from the target render. but some reason it always is the prime example of downgrade. What perpetuates this myth. when there are some many more egregious examples. like Aliens: colonial marines.
or just more recent ones like Ryse and Forza 5
Motor storm reveal trailer was another serious bullshot. The final release was nowhere near the trailer.
SocialistSlayer said: transition animations maybe, smoke billows maybe. but overall the final killzone2 was graphical better, by some margin. why people always cite this as their go to example of "bullshots that dont live up to the final game" is beyond me. this is an example of where almost everything was improved upon from the target render. but some reason it always is the prime example of downgrade. What perpetuates this myth. when there are some many more egregious examples. like Aliens: colonial marines. or just more recent ones like Ryse and Forza 5 |
I disagree, final KZ2 may have had more shiny surfaces and filters, but overall it was rougher. Less natural lighting, lower IQ, simpler alpha/particles.
curl-6 said:
Not even close; it cranks up the shiny-ness and glare/contrast filters to try to look better, but even Killzone Shadowfall on PS4 doesn't have animations/smoke/explosions as good as the 2005 trailer. |
And it's not just for the rendering, the trailer was exciting and new for the very large scale it was displaying. You join and fight a full scale war in a big and very detailed city. The depth, the IA, the number of units and the physic makes it feels very interactive and real. What you get in KZ2 is totally different, it's massively scaled down to a "yet another console fps".
curl-6 said:
I don't mean stutter, I mean that, like in 99% of games, characters switch from one pose or animation to the next without a fluid transition between the two. Since the 2005 trailer was pre-rendered, its makers were able to carefully animate each character in a continuous, fluid way. |
Maybe you are just getting confused with frame-rate rather than animation.
fps_d0minat0r said:
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It's not slowdown, it's that separate animations/poses don't have natural transitions between them in 99% of games, including KZ2.