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[DF]Digital Foundry vs Killzone 3

post #1 of 23
Thread Starter 
Quote:
We've been following the development of Killzone 3 closely with a mounting level of excitement. The game's predecessor - a half-decade in the making at Guerrilla Games - was a remarkable example of a shooter built from the ground up that concentrated on the technological strengths of the PlayStation 3 hardware. At the time of the game's release in February 2009 it was the most dramatic, spectacular example of just what was possible when the RSX chip's visual power was combined with the PS3's unique Cell CPU architecture.

In a genre where technology plays such an important part in defining the gameplay experience, Killzone 2 was a world apart from its competition. The deferred rendering system employed by the developer allowed the game to operate many more light sources than any other shooter of the time, giving it a unique appearance. Cell-powered pre-processing optimised the amount of geometry RSX actually had to process, allowing for richer, more detail-heavy environments, objects and characters. Post-processing effects work such as the camera and object-based motion blur was hived out to the SPU satellite processors - another example of how the CPU was utilised as a graphics co-processor, with the visual effects work distributed between the main processor and the GPU.

But of course, Killzone 2 was not without its faults - the make-up of the single-player campaign coming in for criticism, while the slow response from the controls was singled out by players as a particular concern.

This new sequel is important in a number of respects. For all of Killzone 2's technological accomplishments, presentations from Guerrilla revealed untapped system resources in the PlayStation 3 that the developer had yet to fully utilise. Unused processing time in the PS3's SPUs, combined with optimisation efforts in the core tech could push this engine to even greater graphical accomplishments, hopefully ironing out some of the performance issues that Killzone 2 shipped with.

read on

A fantastic and visually immense game just got.... immense-er biggrin.gif
Yay for good sequels! I can't freakin wait two more days, Im going to bug out!

EDIT:
MLAA is fantastic for consoles. Every freakin game should have it.
The article provides two pictures for MLAA and says the one on the left is great but the one on the right is not. While I agree the one on the left looks fantastic, almost looks like a Crysis scene that's incredibly fake (as in concept art) but the one on the right I don't see anything wrong with it like they state. I see a very odd out-of-place colored ladder but that's about it.
Edited by OmegaNemesis28 - 2/20/11 at 1:10am
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Nemesis NE-α
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post #2 of 23
these articles are always interesting, thanks
    
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post #3 of 23
MLAA would be nice for GT5.


I'll be picking up KZ3 though, looks promising.
post #4 of 23
Thread Starter 
Quote:
Originally Posted by Skylit;12454322 
MLAA would be nice for GT5.

Exactly. It would be fantastic for GT5 especially because GT5 doesn't have any of the stuff that FPS games traditionally have like odd-shaped or thin objects in backgrounds.
Using MLAA in GT5 would've allowed them to make nicer environments or increase texture resolutions on things. It would've opened up a nice chunk of GPU RAM.
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Nemesis NE-α
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post #5 of 23
MLAA? Sounds like Multi Layered Anti Aliasing.
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post #6 of 23
Quote:
Originally Posted by Ecchi-BANZAII!!!;12454826 
MLAA? Sounds like Multi Layered Anti Aliasing.

I guess this guy is having the same question as I, what's MLAA in this case?

(Sorry, the article's site did not work for me unfortunately).
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post #7 of 23
^^seems it means Morphological AntiAliasing
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post #8 of 23
Change title on video from Puppy Cant Get Up to Omega Can't Wait

[ame]http://www.youtube.com/watch?v=5L28TM48bF0[/ame]

biggrin.gif
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post #9 of 23
Quote:
Originally Posted by Redbull1985;12454932 
^^seems it means Morphological AntiAliasing

That was my guess, but wanted to be sure. Thanks!
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post #10 of 23
MLAA can cause shimmering in a stationary scene.
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