BloodMoney
Banned
We need Gamersyde mp4.Wow, the motion blur is doing amazing work there. That's the smoothest looking 30fps I've ever seen.
We need Gamersyde mp4.Wow, the motion blur is doing amazing work there. That's the smoothest looking 30fps I've ever seen.
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.
The light of the highlighted AI is reflected on the floor.
It's 35 - 40fps
X ray reflections 350 years into the future....great
I am going to bed
Is this confirmed? Very strage if trueIt's 35 - 40fps
Is this confirmed? Very strage if true
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.
I heard that but I think the video is capped at 30. I was referring to the look of the motion as well, not the actual framerate.
Is this confirmed? Very strage if true
eh, I don't mind. I played Crysis 3 at that framerate and it felt pretty great to me. Ditto God of War Ascension.Is this confirmed? Very strage if true
Is this confirmed? Very strage if true
Is this confirmed? Very strage if true
Oh, sorry, I misunderstood.
Might have been the unfinished code. I doubt it will be true for the final game
You mean that below, right?
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?
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?
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.
I honestly don't know. Maybe. I don't know much about the underlying coding that goes into effects, just how they relate to the images produced on the screen.
It was a joke, but who knows. Maybe CSS's can be implemented in gaming codes.
Sure, web browser games lol
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.
Screen tearing is pretty much unacceptable for a game like this. It needs to be multiples of 30 for the current crop of displays.
Triple buffering gets rid of screen tearing.
oh my..
If the game is 1080p why do people keep tweeting about 4k?
Triple buffering gets rid of screen tearing.
Sure, web browser games lol
Has it been confirmed that they're using triple buffered v-sync?
You mean that below, right?
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?
Thread is lacking gifs, I made more.
The gun muzzle reflecting off the walls.....
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.
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.
surely not all wall can be destroyed like that, how will we know which wall can be destroyed or not?
Very activeThis is random but how active is the Killzone 3 online community?