Posted May 12, 2008 at 05:49AM by Jay P.
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Killzone 2,
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Games
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Guerrilla Games
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You guys might remember our report a few days back that Guerrilla Games' Killzone 2 might not be released this year. Well, don't feel too bad about it. It may be a good omen once you finished reading through the latest news we've got on the game.They were able to jot down some details regarding their playthrough. But there was something that caught our eyes that we wanted to share with you. Here's what they had to say regarding their experience on the game itself (it's roughly translated, so do bear with it): We have the feeling that even Killzone 2 will have the usual fault that now seems very typical in many games - even important ones - of this generation of consoles: an excellent look, even exciting in long distance shots, but with textures and details that cannot stand comparison during closer shots. We hope to be proved wrong, but almost all the PS3 titles presented at PlayStation Day 2008 (the new MotorStorm in primis) had, more or less, this kind of problems Hopefully, things can become better in terms of the game's graphics. Given that there's still a lot of time until the game is finally released next year, the devs might be able to resolve this issue. If you're interested to read more on what they had to say on Killzone 2, feel free to visit the link we've provided below. Don't forget to come back to this space for more updates. |
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Kratos in Hot Shots Golf... yup
5 Comments
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» Rubbish!
Bullhockie!
Bullhockie!
» ?
low res textures? the video from last week was good even close up
low res textures? the video from last week was good even close up
» Inevitable
The way games are made and 3D is rendered is going to require a major paradigm shift to remedy this problem.
Texture resolution, no matter how high will always fail to suspend disbelief when viewed up close. Eventually if you zoom in on a polygonal keyboard, you will realize that it is infact only 6 well painted polygons.
The only way to remedy this issue is to use far more polygons and no textures, only a pure colour palette and scalable fonts. Unfortunately its too much work. Developers are likely to stick to textures, requiring a never-ending, expontial increase in memory.
The way games are made and 3D is rendered is going to require a major paradigm shift to remedy this problem.
Texture resolution, no matter how high will always fail to suspend disbelief when viewed up close. Eventually if you zoom in on a polygonal keyboard, you will realize that it is infact only 6 well painted polygons.
The only way to remedy this issue is to use far more polygons and no textures, only a pure colour palette and scalable fonts. Unfortunately its too much work. Developers are likely to stick to textures, requiring a never-ending, expontial increase in memory.
» Far More Polygons Is Right
In the future the polygons may be the size of a few pixels or so. The problem with rendering worlds and characters like this is the system computation and resources. However, in a short time, we have got this far in the technology, which is amazing. We will probably see such systems before we die though, at least I hope so.
In the future the polygons may be the size of a few pixels or so. The problem with rendering worlds and characters like this is the system computation and resources. However, in a short time, we have got this far in the technology, which is amazing. We will probably see such systems before we die though, at least I hope so.
» .
Not only does this require more power, but it also requires a lot more development time. Seems like nobody's a winner, here.
Not only does this require more power, but it also requires a lot more development time. Seems like nobody's a winner, here.
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