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Killzone Shadowfall Press Preview Thread

GribbleGrunger

Dreams in Digital
Wow, the motion blur is doing amazing work there. That's the smoothest looking 30fps I've ever seen.

Do we know if this is on Easy or Normal? I almost always want to start on Normal to avoid frustration but if the enemies have such low health I think I'll bump it up to Hard.

It's 35 - 40fps
 

Ricky_R

Member
The light of the highlighted AI is reflected on the floor.

You mean that below, right?

o6d6.jpg


My confusion is mainly that I thought the HUD was just the player information. When people said that the HUD was reflecting I was looking for the corner stuff like the OWL status the d-pad options and the bullet count, health, etc. reflected on screen.
 

Hoje0308

Banned
X ray reflections 350 years into the future....great

I am going to bed


All light reflects, regardless of whether it's detectable by human beings. The visible segment of the spectrum represents a very narrow portion. Whatever energy source is being captured by the player's view finder would reflect back at the player and those would also become visible. Of course, that's assuming that the gadget the player is using isn't the source of said energy.
 
Is this confirmed? Very strage if true

Yes, in this article: http://www.gamereactor.eu/articles/96034/A+new+Killzone+for+a+new+generation/

The singleplayer campaign of Killzone: Shadow Fall is rendered in a native 1920x1080p resolution with framerates ranging between 35 and 40 frames per second. The resolution of the textures are 15 times as high as in Killzone 3 and the game is stocked full of gorgeous systems for volumentric lighting and particles. The multiplayer is rendered in the same resolution with 60 frames per second as Guerrilla hope to compete with Call of Duty.
 
You mean that below, right?

o6d6.jpg


My confusion is mainly that I thought the HUD was just the player information. When people said that the HUD was reflecting I was looking for the corner stuff like the OWL status the d-pad options and the bullet count, health, etc. reflected on screen.

Does the problem here though not relate to the fact that the wall is destructible? It seems like it would be very difficult to program for X-Ray vision to see the target and not reflect on the surface when all surfaces have been designed to reflect as default. Just guessing mind. Have to say I didn't even notice until someone said it.

Is there any examples of the reflections showing through non-destructible surfaces?
 

Drencrom

Member
I don't mind a variable framerate at 35~40 in the singleplayer, more frames are always a good thing.

I do wish there was some gamesyde MP footage, I just want to see Killzone in glorious 60FPS.
 

RoboPlato

I'd be in the dick
Does the problem here though not relate to the fact that the wall is destructible? It seems like it would be very difficult to program for X-Ray vision to see the target and not reflect on the surface when all surfaces have been designed to reflect as default. Just guessing mind. Have to say I didn't even notice until someone said it.

Is there any examples of the reflections showing through non-destructible surfaces?

It's a screen space effect. Everything is rendered and then the reflections are applied in a post effect, which is why it seems to be going through the wall since it considers the highlighted characters to be on screen light sources.
 

Ricky_R

Member
It's a screen space effect. Everything is rendered and then the reflections are applied in a post effect, which is why it seems to be going through the wall since it considers the highlighted characters to be on screen light sources.

Couldn't they add a CSS code to those specific reflections and hide them? ;)
 
It's a screen space effect. Everything is rendered and then the reflections are applied in a post effect, which is why it seems to be going through the wall since it considers the highlighted characters to be on screen light sources.

Yeah I saw the comparisons to Forza earlier in the thread so I know how it works as such, but what I'm wondering then is it something that crops up when the player is looking through a "solid" surface that is non destructible if that makes a difference?
 

RoboPlato

I'd be in the dick
Yeah I saw the comparisons to Forza earlier in the thread so I know how it works as such, but what I'm wondering then is it something that crops up when the player is looking through a "solid" surface that is non destructible if that makes a difference?

It's not factoring the wall in at all. The game thinks the "lights" are on or in front of the wall. The same thing will happen through any wall if the floor surface is reflective.
 

teokrazia

Member
Saw the game live, today, at GamesWeek, in Milan.
Graphically I like it and the overall performances seem good, with some slowdowns.
Not had the chance to try it, too much people in queue. :/
 

BigDug13

Member
I don't mind a variable framerate at 35~40 in the singleplayer, more frames are always a good thing.

I do wish there was some gamesyde MP footage, I just want to see Killzone in glorious 60FPS.

Screen tearing is pretty much unacceptable for a game like this. It needs to be multiples of 30 for the current crop of displays.
 

Drencrom

Member
Screen tearing is pretty much unacceptable for a game like this. It needs to be multiples of 30 for the current crop of displays.

Games can have a variable framerate without having screentearing as long as they have v-sync (GoW 3 and GoW:A) and i haven't seen or heard of any screentearing from the previews so that's a non-issue.

Triple buffering gets rid of screen tearing.

Definitely a non-issue then
 

Oppo

Member
Sure, web browser games lol

it's not altogether crazy that some workflow might actually use CSS or something like it...

you'd be surprised at how many game UIs were made in Flash

edit - wait, so per that tweet above, voice launching is in there already? I did not know that
 
You mean that below, right?

o6d6.jpg


My confusion is mainly that I thought the HUD was just the player information. When people said that the HUD was reflecting I was looking for the corner stuff like the OWL status the d-pad options and the bullet count, health, etc. reflected on screen.


I think this problem is different to Forza.

If you look at the start of this vid,

http://www.youtube.com/watch?v=OMA2_tFbgEo

when he goes through the air-con duct, the light from the thermal image of a person is bouncing of all the walls, moving and bending across the surface as you move.
 

Arkham

The Amiga Brotherhood
Does the problem here though not relate to the fact that the wall is destructible? It seems like it would be very difficult to program for X-Ray vision to see the target and not reflect on the surface when all surfaces have been designed to reflect as default. Just guessing mind. Have to say I didn't even notice until someone said it.

Is there any examples of the reflections showing through non-destructible surfaces?

I have to watch the video again to see other examples, but I wonder if it's possible that the reflections are actually additional people on the lower level, and the positioning is a flukey coincidence. Kinda hard to believe they're that exact in this example though, but I suppose it's possible.
 
I think this problem is different to Forza.

If you look at the start of this vid,

http://www.youtube.com/watch?v=OMA2_tFbgEo

when he goes through the air-con duct, the light from the thermal image of a person is bouncing of all the walls, moving and bending across the surface as you move.

The problem is sortof the same and not the same as it is in Forza. It's fundamentally the same but arises in a different way, due to render order.

KZSF goes like this.

Frame 1: Render Transform and Lighting and basic non post effects - > Save image to buffer, then perform ray traces to selectively sample the image at the correct angles for reflection map - > render UI ontop of resulting image

Frame 2: Repeat

Forza goes like this

Frame 0 - Capture complete frame and save to buffer

Frame 1 - Render transform and lighting, including cube maps. Use saved framebuffer from frame 0 as front cubemap for reflections. -> Proceed to post process -> Render UI -> Capture completed frame and save to buffer.

Frame 2: Repeat frame 1

They may be able to change to order to save the completed frame before the UI pass, but there may be some technical limitations that keeps them from doing that.

Each method has its advantages and disadvantages.

KZSF
+more advanced, and technically more versatile in application
-uses more resources

Forza
+fairly cheap in resources
+captures every detail in the picture
-captures EVERY detail in the picture
 

Figboy79

Aftershock LA
LMAO that fits so well

KZ looking sharp. Would need to see this IN PERSON on a proper LED TV to make a final judgement, but so far so good.

I mentioned it in another thread, but I saw Killzone: Shadowfall in person at E3 this year, displayed on a 60" 1080p Bravia (not sure if an LED or LCD set). Looked absolutely stunning. To be honest, the screenshots don't really do it justice. The crispness of the image, the fluidity of the movement, it really was impressive, even if the guy demoing the game kept dying. Lol.

For me, Killzone: SF, and inFAMOUS: Second Son were the two things that impressed me the most out of E3. They looked amazing in person.
 
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