MikeB said: That´s exactly what I thought, me and my "programmer" buddies can only laugh at all the bias in this thread. LOL at all those 360 fans, saying they learned so much.....
Speedtree is simple to use middleware available for both the PS3 and 360, in essence the PS3 is even potentially far more powerful than the 360 regarding procedural synthesis like this due to its CPU.
GG games having to license SpeedTree, which would be entirely out of place for this game to make it as "impressive" as Gears 2..... LOL |
Speedtree would not fit well into the Killzone 2 and would cause a major performance hit. If Guerilla could have taken speedtree, lighting engine xxx, mesh engine xxx, particle engine, xx and stuck it together and released a game that looks just as good in 12 months, you better believe they would have. However, in order to have Killzone 2 look the way it does, they have to do everything by hand and use hacks to make it look the same as more power-intensive algorithms. Trees are one of the hardest things to fake and still have look good. Guerilla Games would have had to make serious sacrifices in order to put trees in here, luckily, they didn't have to. I bet there will probably be at least a few trees in the game, but even then, I don't expect them to look as good as the rest of the game. If they had trees, they would have spent an hour talking about the technology as that is something which a lot of developers have been interested in.
I've said from the start that Killzone 2 looks great and that the Playstation 3 is more powerful than the Xbox 360, whoever, I still maintain that Killzone 2 is the result of effort, not that power gap.
Also, procedural synthesis is very tricky on the Cell processor since you take tiny instructions and generate massive amounts of data with them. The SPEs don't have enough local storage and would have to send everything via the bus. So in essense, it really isn't that well fitted for procedural synthesis, although I am sure it can be done at the sacrifice of other things.
NinjaKido
"Assuming everything that you say is true , you still not taking into consideration the number of animations occuring at the same time , on screen enemies , on screen activity , physics , audio etc etc.
You say that Killzone 2 has an easier to develop art style than Gears Of War 2 , that sounds stupid art style is only one of the many considerations a developer would have to make when developing a game."
on the first page...
Sorry, I must have missed that one. Again, I have already addressed this several times. The number of animations and on-screen enemies really isn't that impressive. Epic Games showed over 140+ hordes on the screen at the same time in GoW2 with their own animations, collision detection, etc. However, Killzone 2 does have more different animations than Gears of War 2, but that doesn't really take up that much power, it just takes more effort to make all those animations. The particles and other FX in Killzone 2 are very impressive though, and like I've stated before, I think that is something which other advanced game engines would sweat a bit doing.
Although art style is only one consideration, I am arguing that art style + level design(which I bundled into art style but address in this thread as well) is one of the major things that help Killzone 2 look the way it does. What other large consideration would the developer have to make? I know there are a lot, but I simply want to know what you're thinking of. They may not be as big as you think they are.
What I said is true though, Killzone 2's art style is easier to develop for than GoWII's art style. There may be other considerations, but that does not make my argument any less valid.