Some insightful (and sometimes amusing) stuff in here:
"As for the hair, I think you can actually see the streaming hairs in the demo, They are reproduced by 60,000 vertices primitives actually driven by physics simulation"
"The polygon amount for Snake's mustache is the same as one enemy soldier in MGS3...only in the mustache!"
http://www.youtube.com/watch?v=oSDudPTOznE
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and i bet that this is indeed their cinematics model and if they really keep that overall level of detail for the final game and stick to their usual gameplay, then mgs4 might well offer less play-time than the first level of pacman.
as for the hair and moustache - dunno. i have done 60k triangle haircuts for games in the past and that stuff ran realtime with skinning, alpha maps, et al on a PC, several characters on screen. if the ps3 is anywhere near they claim it to be, it should well beat that old opteron my stuff ran on.
it looked neat, i wish they showed more of what u could do with the devkit instead of just doing the usual wow look its got gazillion polys "yawn"
the chick was really annoying to lol OOOOOOOH ... WOW... and then i don't know if its japanese etiquette or something, but she kept saying Hai after every sentence the dude said... lol that was a bit annoying.
Yeah. Some cool shaders. The hair looks great, and a ton of polys on the character obviously. I'm interested to see some real gameplay footage. I don't think the quality will hold up so well.
but she kept saying Hai after every sentence the dude said... lol that was a bit annoying.
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Its polite to let your conversation partner know that you are listening and understand what they are talking about.
Its really awkward when you speak to someone and they dont let you know that they are listening but what the hell you tsurkas know about communicating anyways
and as for MGS4: it's a demo. anyone working in the "biz" should know what this means. smoke and mirrors, especially with that console launch and all.
and as for MGS4: it's a demo. anyone working in the "biz" should know what this means. smoke and mirrors, especially with that console launch and all.
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Whilst being cautious is certainly valid in regard to pre-console launch demos, do not do the MGS team the disservice of forgetting that (whatever you think of the games themselves) they managed to squeeze more out of the PS2 than pretty much anybody, and certainly any western developer. Graphically their games always lived up to and often exceeded the hype. Their track record suggests there is no reason to believe MGS4 should be any different.
Top notch work. Hideo has never let any of us down before
and as for MGS4: it's a demo. anyone working in the "biz" should know what this means. smoke and mirrors, especially with that console launch and all.
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Looking at Metal Gear's track record, signs point to that the demo is "real"
That particular team takes great pride in taking what's given to them and making the most of it. Everyone was super sceptical of the visual quality of MGS2. Particularly the in-game cutscenes shown throughout the game. A lot of people called them frauds and insisted that they were pre-rendered using in-game assets.
After the game's release, Konami released a DVD documentary of MGS2 that featured the game's assets that could be viewed in real time. Upon close inspection... it's really evident that the character textures were low-resolution. But the way in which the characters were built and UV'd gave the textures such a sharp quality. The shoulder deformations, too, were fantastic given the polycounts of the characters.
One of the coolest things I remember from that DVD were the usage of transparent ground textures to give the illusion of realtime reflections.
The biggest wow factor of the DVD was when they would allow the player to control the camera during their in-game cutscenes. Done for no other reason than to prove that what they did was exactly what they claimed it was.
The art direction of that game is absolutely fantastic. EVERYTHING looks like it was made by one guy. Something I've seen few games do. And I simply wouldn't credit the art director for it... the artists themselves get the majority of the credit for doing the actual work. Guidance is one thing, but execution is another.
I'd be hard pressed to believe that any of the MGS4 stuff is fake. 60K verts for hair? Sure, why not? I wouldn't be surprised if that's the highest LOD model of snake that's called on screen whenever they have a close-up sequence.
If you have to rely on smoke and mirrors to put together a demo, your game is guaranteed to fail, fail, F A I L-FAIL.
After the game's release, Konami released a DVD documentary of MGS2 that featured the game's assets that could be viewed in real time. Upon close inspection... it's really evident that the character textures were low-resolution. But the way in which the characters were built and UV'd gave the textures such a sharp quality. The shoulder deformations, too, were fantastic given the polycounts of the characters.
One of the coolest things I remember from that DVD were the usage of transparent ground textures to give the illusion of realtime reflections.
The biggest wow factor of the DVD was when they would allow the player to control the camera during their in-game cutscenes. Done for no other reason than to prove that what they did was exactly what they claimed it was.
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Bugger, you've just made me realise that I haven't seen my copy of the MGS2 document DVD since forever! You don't happen to accidentally have 2 do you mate? ;-)
DaZ, I only have one. Have you checked all your boxes from work? Or maybe someone at work has it?
This is an awesome thing to own If you're a fan and or want to pick up some tricks from one of the best PS2 dev. teams out there.
as for the demo - believe what you want. i certainly will do so.
as for the demo - believe what you want. i certainly will do so.
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Haha! I don't wanna drag this out, but I just don't understand your point here. These people are amongst the best developers in existance. They have ALWAYS pushed the bar. No feature that they mention or demonstrate is at all unfeasible. It's all shown working, in realtime. I just don't get your cynicism in the context of this team. What *exactly* is it about the demo that you don't 'believe'?
i do not believe that they can make a whole game out of it in any reasonable timeframe that offers any notable play time.
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Well that's suddenly a pretty nebulous set of requirements for measuring success! Define reasonable timeframe. Define notable play time.
I never said that this was going to the best game ever made. I'm just peculiarly irked by your strange 'believe what you want' cynicism directed at arguably one of If not the best Playstation dev. teams in the world.
I bet you $100 they produce a PS3 game that graphically blows their competition out of the water. I'm that confident that you're doing the developer a disservice in predicting failure. They never have before. Why would they now? Don't you think it's a little arrogant to think they haven't considered all of the issues that you cite for potential failure? That's what makes good development teams GOOD. Design, scope, plan, schedule, create. This isn't the shitty Killzone team commisioning a pre-rendered movie to lie because they can't cut it. These are the best there are. Weird!
I can't 'believe' they gave him that cheesy mustache.
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Well he allready had TEH MULLET...
...whole game out of it in any reasonable timeframe that offers any notable play time. and i have my doubts if they can pull it off in a real game situation with AI.
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Now that I have a wife and work, 8 hours seems to be my sweet spot for games. About 15 hours into RE 4, I was thinking to myself "man, will this ever stop"?
You want him to have a goatee or something?
He's old, obviously not healthy. If he wants a Tom Selleck, let him have one!
But yeah, doesn't look too good :P
ONLY THE MUSTACHE! WHOA THATS AMAZING
lol
//edit. god damn, was i really that out of it when i typed that?! god damn. thanks pior :P