Quote:
Originally Posted by poster
I know you cant give any specifics on PS3 info that Sony hasnt released yet, but i was wondering: Are you creating the online for KZ3 or is this outfit, http://www.gamesindustry.biz/jobs.php?zone_code=EUROPE&action
=view&job_id=22257 ? I was wondering because it would be cool ofr you to be able to keep your mind on the game and let them take care of that for you.
GG dev: Nope, all in-house. London offices are making their own games which will be online on PS3. I can´t say much, but I will say that Online is going bleeping great.
Quote:
Originally Posted by poster
Also I just wanted to know if the E3 presentation of Killzone 2 was in real-time or if it was just cg. Because I know a lot of people who say that the video is fake and I really want to prove them wrong.
GG dev:
As for the E3 presentation, it was not running live on Dev Kits, as the final spec dev kits did not exist for E3. It was created to the specs of the PS3 and represents what we feel is achievable on PS3.
Quote:
Originally Posted by poster
1 more thing if i may, Will there be any KeyBoard/Mouse support for the next gen KZ???
That would be great to have the extra accuracy a KB/M allow´s
GG dev: Keyboard / Mouse support is a difficult one because of the balancing issues. First, you have to tune the game separately - once for controller and once for keyboard / mouse. Then, you also have the problem of keeping online fair - i.e. not letting the players using keyboard / mouse have an advantage over those using controllers in the same game.
It´s a tricky problem - We do realize it is a requested feature, however we are not committing to anything at this time.
Quote:
Originally Posted by poster
Question 1. Do you know how you came to "feel" that was achiveable?
Question 2. If you just looked at theoretical specs, did you take into account that you might not get all of it?
Question 3. Accept for the uber-high polygon count, you also seem to have effects that would not be achievable in realtime, like the hypervoxel smoke (atleast that´s what people say you have in the trailer)
Question 4. Have you recieved the final devkits? Do you feel confident about it by now?
GG dev: Answer 1. Our experience as game developers
Answer 2. Yep!
Answer 3. I´ve seen some amazing effects done real time by not only Guerrilla but other PS3 dev teams. As these teams continue to push what the PS3 is capable of - then we´ll see just what is achievable in real-time.
Answer 4. Not allowed to answer that one.
Quote:
Originally Posted by poster
Whats goin on Ferret. I have one for you conserning the vehicles, though I don´t believe you can answer it. In the ew game, will there be vehicles in multiplayer? (kind-of like those guys at Zipper did in Socom3)
GG dev: Unfortunately, we can´t confirm or deny this at this time. However, this is on the official suggestion list.
Quote:
Originally Posted by poster
How do you feel, personally, about next-gen development? Is it exciting for you as a developer to really unleash what you have always wanted and envisioned?
GG dev: The scale of the whole project has gotten tremendously huge and daunting. The team sizes have grown to such an extend I don´t know at least 15 of the people here anymore. During Killzone 1 I knew if someone made a bug in a certain level I could go to the person directly and talk to them about it. I knew immediatly where they sat, what their MSN was and now I don´t even know their first names....It is all very exciting and scary at the same time, and the risk-factor for all new games seems to have gone up quite a bit. But the chances for making things that were previously not possible due to hardware limitations is really cool
Quote:
PS2 had very little HARD-WIRED graphical effects and so they had to implemented via the software route in the Emotion Engine, has this learning curve helped you become more efficiant at coding for architectures like the EE ( i.e MULTIPLE CORE ).
GG dev: Well, for KZ1 we had to code a lot for all the cores in the system (R5900, IOP, VU0 and VU1) and we spent a lot of time making sure the communications between the cores was as fast as it could be.
Now we´re working with the Cell chip, which is a whole different ballgame. It´s easier in some respect (easier to program for), but it´s also a lot more complex, so a lot more cores to keep busy at the same time.
But in the end, yeah, programming a PS2´s EE will give you a leg up programming for multi-core architectures, especially the Cell. Hope that answers your question! If you have any more, shoot!
Quote:
Originally Posted by poster
So, what I would really like to know is, how does one go about organizing their objects in C++ to utilize the SPEs as efficiently as possible?...We´ve heard many times that programming for Cell requires one to "think differently" but by the sounds of some of your earlier comments it really seems that programming on the Cell is not quite as daunting as the rumors would have you believe.....Gabe Newell said in an interview on G4 that Naughty Dog was really far along with multithreaded programming. Now that you guys are a part of Sony, have you found it a good experience working with the Devs over at Naughty Dog?
GG dev: More of these low-level questions on the board. Yeesh, are you guys coders, or what?!? I think I have to err on the side of caution here, NDA´s and confidentiality with regards to Cell are still quite tricky. Cell is definitively different from anything else. With parallelism people often think ´multithreading´. But how good will it be, running threads on tiny CPU´s like the SPU´s, really? It works, but it won´t be optimal. If you think of it more as a network of small computers sending each other packets of data, it all starts to make a lot more sense.
We´ve had some good contact with the devs in Europe off late and we´re planning gettothers(personal comment: Ninja Theory maybe? DeanoC or nAo do you know about this?). We haven´t had a lot of time yet to meet up with the US devs, but that´s underway too. It´s all pretty new to us too, we were close to Sony before, but never really part of the group. It´s definitely cool being part of the gang, Sony has some really talented people working for them.
Quote:
Originally Posted by poster
How do you feel about the Killzone PSP title you have been developing?
GG dev: Well, without getting in trouble - I can say that the PSP title is something I´m really excited to be working with the team on. Uh, don´t know how much else I can say... Really, really excited!
Quote:
Originally Posted by poster
One aspect of the Cell (and your game put me on to this with that E3 demo) that really interests me is physics calculations. One thing I´d like work with when I get my PS3 and a GCC compiler or two is some dual precision physics formulas. I wonder if it would be possible to run or store data on another SPE and program a routine for one SPE to reference a location on another SPE? That EIB looks like it has bandwidth to spare for such an operation, but I bet it would have to be massively complex. Real early on when the PS3 was announced with the Cell BE is that SPEs could run applications independantly or in synchronization somehow.
GG dev: I can´t tell you much more than you can deduce from the public specs from IBM, but I think you´re on the right track. No SPE in the Cell is a slave to the system, so they can all move data around on the EIB. It would be wasteful for one SPE to use memory of another (why would you? each SPE has its own), but for physics you could have different SPEs doing different parts of the world - in parallel. Or you could have a few SPEs doing collision detection and others doing collision response.
Does that make sense?
On the massively parallel thing, there are actually developments in that direction. IBM has got something in development, called Octopiler
(http://www.research.ibm.com/cellcompiler/compiler
.htm), but I have not taken a look at it myself yet. But if you´re on the case, you might want to check it out.
There´s also loads of nice articles floating around on the net off late (on Gamasutra and other game-dev sites) about parallel programming, although most of the tend to be on threaded programming and not specifically Cell.
Quote:
Originally Posted by poster
posted on the Playstation website and some other gaming job websites leads me to believe that Sony is actually going to create a better, more cohesive online service
GG dev: I´m am so treading on the line of NDA here. Um... we as developers are very aware of the features Xbox has for it´s online service, and many of these features are things we believe are neccessary for our games. We do 1st party games for Sony, but there are lots of 3rd party developers as well - and these are the folks that Sony Computer Entertainment as a whole has to work with to create any kind of platform-wide system like Xbox has.
We don´t have much insight into what discussions take place with 3rd party developers and publishers - but I can at least say that the SCE World Wide Studios (of which we are a part) is very committed to providing the necessary online features in our future games. We realize the direction online gaming is going, and we very much want to provide these features in our games. How this will come about is not something we can talk about.
Unfortunately, that´s as much as I can say without seriously getting in trouble.
And that´s it (so far). I will keep posting what the Guerrilla devs say about Killzone for the PSP and/or PS3, PS3 game development, and the video game industry as a whole. Again I love the Ninja Theory guys and want them to keep posting here, but I just wanted to show the love to Guerrilla too, because if it was up to B3D you would think Guerrilla doesn´t talk about their videogames.
So please comment on anything that sounds relevent to you about Killzone 2 or PS3 game development. Again please don´t start a KZ2 isn´t real or PS3 vs. Xbox 360 flame war!
Thanks for your time.
http://www.beyond3d.com/fm/forum/showthread.php?t=27218
Un autre devellpeur de guerrila affirme que killzone tournait bien en temps reel!!
Grandmas´s special secret sauce. The secret is sawdust and tobasco. We have a great visiual design department and a very strong art department with strong views. Every corner and texture has to be perfect. We used streaming technology to get a little more juice out of the old girl (PS2). Sometimes we managed it sometimes we failed.
What inspired the story of this game?
A drunken night in the red-light district.
This is LONG before my time. Not a clue.
In what ways do you think graphics influence gameplay?
as much as gameplay imitates art. Graphics are important, but gameplay is king. If your game looks great, but plays like a wet dog then you have failed. A good game does not NEED great graphics, but it helps.
Which of the charcters do you relate to the most?
Personally? Pvt Billinghurst. He is the glue that keeps the whole story together. He will emerge from the Killzone universe as the true hero. Expect a film-trilogy based solely around him.
In the presentation of the story has many ways of setting the mood and speed of the game, what do you think the most important element suport the mood of the story?
Good lighting and lots of f-words. Oh and lots of explosions.
What are some of the main differences between devolping for the Playstation 2 and devolping for the Playstation 3? Is it as hard as people say?
PS3 has a lot more flashing green lights. It is quite unnerving. That and it is powerful enough to kill a man from 200 yards using thought alone.
Was Killzone 2 Pre Render? Could you move the camera around in real time?
Of course not. That is silly talk.
Do you think in someway shooters are lacking depth? What are some ways you would add more depth without throwing more enimies at the problem?
The storylines are usually too contrived and poorly thought out or too long and complicated. We need to find a suitable balance which involves the player a lot more with the characters and the situations.
Do you think online is improtant? Do you think story mode is more important the online?
If a game is not online it is a huge downside to ´any´ game these days. There is a strange mentality these days were a game without online capability is immediatly frowned upon. Developers seem to include Online as an afterthought and because of marketing pressure or because they feel they ´have to´. Even on the PC.
http://levade.homeip.net/addicted/modules.php?name=News&file=article&sid=23&mode=&order=0&thold=0
PS3 has a lot more flashing green lights. It is quite unnerving. That and it is powerful enough to kill a man from 200 yards using thought alone.
Was Killzone 2 Pre Render? Could you move the camera around in real time?
Of course not. That is silly talk.
si vous avez besoin d´une traduction ?
Vaut mieux tjs ce refere aupres des personne concerner!!!! ![]()
oula c´est long, je lirais ca demain avant le boulot ! Bonne nuit ! ![]()
Ouais toi aussi et fait de beau reve
++ ![]()
et pour ceux qui comprenent pas l´anglais ![]()
Tu l´a lut le truc j´ai pas trop le temps mais j´aime bien le début
.
Also I just wanted to know if the E3 presentation of Killzone 2 was in real-time or if it was just cg. Because I know a lot of people who say that the video is fake and I really want to prove them wrong.
GG dev:
As for the E3 presentation, it was not running live on Dev Kits, as the final spec dev kits did not exist for E3. It was created to the specs of the PS3 and represents what we feel is achievable on PS3.
En gros comme les démo technique. ![]()
et le pere noel existe aussi alors
c´est du pipo comme pour la ps2
quand la ps3 sortire on aura droit a un fantavision 2 et stoo ![]()
le retour du syndrome PS2 !! !!!!!!!!
la PS3: Console Révolutionnaire offrant de nouvelles perspectives de jeux jamais vues auparavant et un réalisme proche du photo réalisme et notre rélité ... et pata ti pata ta ....
Grace à son processeur "Emotion Engine" houps !! ! à non merde " grace à son processuer Cell ....
bèèèh bèèèèèèèèèèèèèèh !
Was Killzone 2 Pre Render? Could you move the camera around in real time?
Of course not. That is silly talk.
En gros temps reel ![]()
toxa_s_brother Posté le 10 janvier 2006 à 10:43:47 Avertir un administrateur à propos de ce message !
Was Killzone 2 Pre Render? Could you move the camera around in real time?
Of course not. That is silly talk.
En gros temps reel
Temps réel alors qu´il ne peut pas bouger la caméra en temps réel....
Il dit qu´il ne peut pas bouger la camera ?
L´Emotion Engine sa a donner sa :
http://newpcmedia.gameworldnetwork.com/screen/1704/3.jpg
Je voit pas de mythot mis a part que c´est hardware assez difficille maitriser!!!!
la PS3: Console Révolutionnaire offrant de nouvelles perspectives de jeux jamais vues auparavant et un réalisme proche du photo réalisme et notre rélité ... et pata ti pata ta ....
et pata ti pata ta,et pata ti pata ta,et pata ti pata ta,et pata ti pata ta,...
http://www.ntsc-uk.com/rereviews/ps2/SilentHill3/02.jpg
Bah qds tu sait traviller t´arrive a faire sa sur ps2!!!
Mon dieu, on a transformé ma PS2 en XBox !!
Cette remarque aussi gratuite qu’idiote vient pour souligner un fait : Silent Hill 3 est une tuerie graphique. La réalisation technique est très impressionnante : les textures sont d’une qualité exceptionnelle, très riches, très variées, on a bien du mal à croire qu’il s’agisse d’une simple PlayStation 2. Quand on remémore les décors d’un Metal Gear Solid 2, pourtant fort réussi en son temps, on voit que les progrès effectués par Konami sont frappants. Certains décors sont d’une qualité quasiment photo réaliste
vbtfe Posté le 10 janvier 2006 à 09:24:58
le retour du syndrome PS2 !! !! !!!!!!
la PS3: Console Révolutionnaire offrant de nouvelles perspectives de jeux jamais vues auparavant et un réalisme proche du photo réalisme et notre rélité ... et pata ti pata ta ....
Ah on a parler photorealisme
je croit bien aussi que pour GT4 on parle photo realisme !!
La modélisation a été revue à la hausse également, avec des personnages très détaillés. Il suffit de voir le détective privé pour comprendre que Konami n’a pas chaumé. Ce soin apporté aux différents personnages est palpable, et vient en complètement des fabuleux décors du jeu. Alors que les autres jeux que l’on qualifie de beau sont également esthétiquement plaisants, Silent Hill 3 pousse encore plus loin dans le glauque, avec des textures sales, du sang, de la rouille… On est clairement à des années lumières des lieux tout propres d’un Resident Evil (Manoir Spencer en tête). Encore une fois Konami prend le contre-pied total de Capcom, et se fait maître d’un genre graphique particulièrement suggestif et puissant. Silent Hill 3 est l’un des plus beaux jeux de la PlayStation 2, sans le moindre doute. Les endroits glauques sont particulièrement bien rendus, il s’agit peut-être des lieux les plus glauques de l’univers du jeu vidéo.
C´est clair douglas il arrache tout toutes console confondu!
http://yannick.fleurit.free.fr/Critiques/Silent%20Hill%203.htm
je me demande si tu as deja joué a silent hill 3 car franchement graphiquement c´est pas si terrible que l´affirme les tests .
http://www.goodcowfilms.com/farm/basement/ga-archive/html_data_files/silentHill3_032503_01.jpg
et encore cet photo est en dessous de la veriter!!!
prince[aragorn] Posté le 10 janvier 2006 à 11:07:45
je me demande si tu as deja joué a silent hill 3 car franchement graphiquement c´est pas si terrible que l´affirme les tests .
ouais pour toi pas pour tout le monde!
Et j´ai silent hill 3!!!
Le 2 reste le meilleur de la serie...mais c´est du hors sujet!
Y a carrement deds site qui donne 10 sur 10 graphiquement au jeux et en general il a 9 donc dire qu´il est pas beau c´est un peu de la mauvaise fois!!!
surtout que le jeux dechire dans la dimmension alterner les decor sont vivant t´a jamais vu un jeu comme sa !
prince[aragorn] Posté le 10 janvier 2006 à 11:07:45
je me demande si tu as deja joué a silent hill 3 car franchement graphiquement c´est pas si terrible que l´affirme les tests .
>>>>>>>Tu rigoles j´espere ? Les cut scenes utilise le moteur du jeu et on a jamais vu aussi beau sur 128 bits !