The Official PS3 Thread
#301
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New PS3 tech demos: The underwater fish demo looks amazing!
http://www.1up.com/do/newsStory?cId=3148958
Real time Getaway screen shots.. Hot damn!
http://www.1up.com/do/newsStory?cId=3148958
Real time Getaway screen shots.. Hot damn!
#304
Banned by request
Originally Posted by jeffdsmith
Don't get me wrong, I LOVE the fact that the system will be region free, however there are still some serious considerations. For one, many developers rely on staggered launching to allow cash flows from one region to pay for the release in another. So simply going out and making one title "to rule them all" will require a much larger up front cost and risk for the firm. The bottom line is that this while this strategy is quite clever at minimizing some costs its also very impractical for medium to small publishers. Companies like EA will the ones truely benefiting from such an option in my opinion.
#305
DVD Talk Hero
Originally Posted by The Franchise
Real time Getaway screen shots.. Hot damn!
#306
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Originally Posted by Draven
I'll buy that when I see your character and a health bar in the screen as well. Otherwise, it's just a bunch of nicely-rendered cut scenes.
ps. I've been to that Mc Donalds, Gap and Boots before. Weird.
#307
DVD Talk Platinum Edition
heres some stuff on some game demos not sure if its been posted
" Warhawk, while looking great, was essentially a barren section of ocean with a lot of fighter ships (they were aiming for a hundred for the final game) going around destroying larger vessels and some nice looking water (wave simulation with procedural animation) and clouds (volumetric raytracing). Overall it was a great demo but a far cry of what was shown last year and gave a nice sobering introduction to the rest of the demos which was shown towards the end. Fortunately it will be playable at E3."
Next up was Motorstorm and just like Warhawk was no where near the E3 target render. The car models and physics were decent although the texturing and the environment was PS2 level of quality. The real star of the demonstration was the deformable terrain which worked quite well with the physics of the cars. The demo also had HDR, post processing effects, and occlusion.
he next game was Resistance, the title formally known as I-8. Out of all the games this one was the farthest along but unfortunately the least interesting. It was your standard FPS affair with highly linear levels, decent A.I. and moderately interesting weapons. The lighting/texturing/modeling was all decent but nothing groundbreaking.
The next title from Insomniac was a bit more interesting and also confirmed that the Ratchet & Clank series is moving to the PS3 in fine form. The demo was a large and vast city environment similar to R&C with a massive amount of cars on screen and some great depth of field.
this is from http://gaming-age.com/news/2006/3/22-53
" Warhawk, while looking great, was essentially a barren section of ocean with a lot of fighter ships (they were aiming for a hundred for the final game) going around destroying larger vessels and some nice looking water (wave simulation with procedural animation) and clouds (volumetric raytracing). Overall it was a great demo but a far cry of what was shown last year and gave a nice sobering introduction to the rest of the demos which was shown towards the end. Fortunately it will be playable at E3."
Next up was Motorstorm and just like Warhawk was no where near the E3 target render. The car models and physics were decent although the texturing and the environment was PS2 level of quality. The real star of the demonstration was the deformable terrain which worked quite well with the physics of the cars. The demo also had HDR, post processing effects, and occlusion.
he next game was Resistance, the title formally known as I-8. Out of all the games this one was the farthest along but unfortunately the least interesting. It was your standard FPS affair with highly linear levels, decent A.I. and moderately interesting weapons. The lighting/texturing/modeling was all decent but nothing groundbreaking.
The next title from Insomniac was a bit more interesting and also confirmed that the Ratchet & Clank series is moving to the PS3 in fine form. The demo was a large and vast city environment similar to R&C with a massive amount of cars on screen and some great depth of field.
this is from http://gaming-age.com/news/2006/3/22-53
#308
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From: Blu-Ray: We Don't Need No Stinkin' Petition
Another view from IGN:
Resistance:
Once the demo itself began, it was obvious that it wasn't looking as good as the trailer from E3 last year. Price explained this discrepancy right off the bat, "This is in an interoffice demo from several months ago," he said (which Phil Harrison later confirmed to have been from December). "We were using this to show off the look and feel of I-8. And keep in mind, when we programmed this demo we hadn't moved any of the subsystems to the SPUs yet. This was programmed only with the main processing core in mind" [Paraphrased, not a direct quote]
Warhawk:
In the demo, the game was shown with a full HUD of the new futuristic Warhawk ship. Across a massive battlefield, you could see ambient warfare everywhere, with background battles raging far away from you. Our editors report great lighting, volumetric cloud effects, and incredibly fast motion. One of the coolest events involved burning pieces of capital ships raining down and falling into the gorgeous ocean below.
Motorstorm:
Compared to the E3 presentation, the game is close in presentation and functionality and look to its promise, with detail not reaching the level of the astounding E3 demo but still running with some very cool technology to provide a new way of playing in the mud. Developed by Evolution Studios, the game's presentation featured buggies and motorcycles running through a rugged desert. The game's advanced new mud physics were incredible, leaving ruts behind in the mud using real physics. For example, a motorcycle was seen cutting a deep groove in the mud while kicking up muck at a white truck following it, the trailing vehicle buckily wildly as it battled off the streaming mud while also trying to find a line to drive in the groove-etched bog. The particle effects, however, were not nearly at that level of quality, looking very temporary at this stage of early development. Hopefully, the unfinished details will be sweetened up as the game goes on, and the gameplay already showed signs of achieving the frantic nature of the E3 2005 teaser video.
Its like they were looking at different demos...
Resistance:
Once the demo itself began, it was obvious that it wasn't looking as good as the trailer from E3 last year. Price explained this discrepancy right off the bat, "This is in an interoffice demo from several months ago," he said (which Phil Harrison later confirmed to have been from December). "We were using this to show off the look and feel of I-8. And keep in mind, when we programmed this demo we hadn't moved any of the subsystems to the SPUs yet. This was programmed only with the main processing core in mind" [Paraphrased, not a direct quote]
Warhawk:
In the demo, the game was shown with a full HUD of the new futuristic Warhawk ship. Across a massive battlefield, you could see ambient warfare everywhere, with background battles raging far away from you. Our editors report great lighting, volumetric cloud effects, and incredibly fast motion. One of the coolest events involved burning pieces of capital ships raining down and falling into the gorgeous ocean below.
Motorstorm:
Compared to the E3 presentation, the game is close in presentation and functionality and look to its promise, with detail not reaching the level of the astounding E3 demo but still running with some very cool technology to provide a new way of playing in the mud. Developed by Evolution Studios, the game's presentation featured buggies and motorcycles running through a rugged desert. The game's advanced new mud physics were incredible, leaving ruts behind in the mud using real physics. For example, a motorcycle was seen cutting a deep groove in the mud while kicking up muck at a white truck following it, the trailing vehicle buckily wildly as it battled off the streaming mud while also trying to find a line to drive in the groove-etched bog. The particle effects, however, were not nearly at that level of quality, looking very temporary at this stage of early development. Hopefully, the unfinished details will be sweetened up as the game goes on, and the gameplay already showed signs of achieving the frantic nature of the E3 2005 teaser video.
Its like they were looking at different demos...
#309
DVD Talk Godfather
Originally Posted by Draven
I'll buy that when I see your character and a health bar in the screen as well. Otherwise, it's just a bunch of nicely-rendered cut scenes.
#310
DVD Talk Ultimate Edition
Another view from IGN:
Resistance:
Once the demo itself began, it was obvious that it wasn't looking as good as the trailer from E3 last year. Price explained this discrepancy right off the bat, "This is in an interoffice demo from several months ago," he said (which Phil Harrison later confirmed to have been from December). "We were using this to show off the look and feel of I-8. And keep in mind, when we programmed this demo we hadn't moved any of the subsystems to the SPUs yet. This was programmed only with the main processing core in mind" [Paraphrased, not a direct quote]
Warhawk:
In the demo, the game was shown with a full HUD of the new futuristic Warhawk ship. Across a massive battlefield, you could see ambient warfare everywhere, with background battles raging far away from you. Our editors report great lighting, volumetric cloud effects, and incredibly fast motion. One of the coolest events involved burning pieces of capital ships raining down and falling into the gorgeous ocean below.
Motorstorm:
Compared to the E3 presentation, the game is close in presentation and functionality and look to its promise, with detail not reaching the level of the astounding E3 demo but still running with some very cool technology to provide a new way of playing in the mud. Developed by Evolution Studios, the game's presentation featured buggies and motorcycles running through a rugged desert. The game's advanced new mud physics were incredible, leaving ruts behind in the mud using real physics. For example, a motorcycle was seen cutting a deep groove in the mud while kicking up muck at a white truck following it, the trailing vehicle buckily wildly as it battled off the streaming mud while also trying to find a line to drive in the groove-etched bog. The particle effects, however, were not nearly at that level of quality, looking very temporary at this stage of early development. Hopefully, the unfinished details will be sweetened up as the game goes on, and the gameplay already showed signs of achieving the frantic nature of the E3 2005 teaser video.
Its like they were looking at different demos...
Resistance:
Once the demo itself began, it was obvious that it wasn't looking as good as the trailer from E3 last year. Price explained this discrepancy right off the bat, "This is in an interoffice demo from several months ago," he said (which Phil Harrison later confirmed to have been from December). "We were using this to show off the look and feel of I-8. And keep in mind, when we programmed this demo we hadn't moved any of the subsystems to the SPUs yet. This was programmed only with the main processing core in mind" [Paraphrased, not a direct quote]
Warhawk:
In the demo, the game was shown with a full HUD of the new futuristic Warhawk ship. Across a massive battlefield, you could see ambient warfare everywhere, with background battles raging far away from you. Our editors report great lighting, volumetric cloud effects, and incredibly fast motion. One of the coolest events involved burning pieces of capital ships raining down and falling into the gorgeous ocean below.
Motorstorm:
Compared to the E3 presentation, the game is close in presentation and functionality and look to its promise, with detail not reaching the level of the astounding E3 demo but still running with some very cool technology to provide a new way of playing in the mud. Developed by Evolution Studios, the game's presentation featured buggies and motorcycles running through a rugged desert. The game's advanced new mud physics were incredible, leaving ruts behind in the mud using real physics. For example, a motorcycle was seen cutting a deep groove in the mud while kicking up muck at a white truck following it, the trailing vehicle buckily wildly as it battled off the streaming mud while also trying to find a line to drive in the groove-etched bog. The particle effects, however, were not nearly at that level of quality, looking very temporary at this stage of early development. Hopefully, the unfinished details will be sweetened up as the game goes on, and the gameplay already showed signs of achieving the frantic nature of the E3 2005 teaser video.
Its like they were looking at different demos...
A couple of screens, one from I-8 and one from Ratchet & Clank.


Looks pretty good to me. I suspect despite Sony's posturing and self-induced hype at last year's E3, the graphics will be about the same as the 360, with some titles looking better on PS3, and some looking better on 360. Otherwise, I believe differences will be negligible. Specs and technology is just too similar.
Last edited by Terrell; 03-23-06 at 11:55 PM.
#312
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I have no doubts that in the long run the PS3 is going to deliver amazing graphics (the best), I just question at what cost (to both consumers and developers), at what point in time will it really make it to market (I'm doubting November), and what types of games will it offer.
#313
DVD Talk Hero
Originally Posted by The Franchise
Multiple news sites have stated that they moved the camera around in real time so it was a real time remdering. Not a pre-rendered cut scene. I realize it's not a "game" per se, but the fact that you could manipulate the scene in real time and move the camera is impressive nevertheless.
#314
DVD Talk Ultimate Edition
I have no doubts that in the long run the PS3 is going to deliver amazing graphics (the best)
I can't wait to see developers start utilizing multi-threaded games that take full advantage of the multiple cores in these systems.
#315
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From: Austin, TX
PS3 tech demos on IGN: http://ps3.ign.com/articles/698/698086p1.html
Nothing too exciting except the Fish demo and the Unreal demo look pretty cool.
_______________________________________
More getaway info from IGN:
Following the cooling-off period from last year's Electronic Entertainment Expo, Sony Computer Entertainment President of Worldwide Studios, Phil Harrison had something to prove. "People didn't believe that The Getaway demo was real-time," he said during his keynote address today at GDC. "I'm going to bring back the same demo today to prove that it was."
And that's exactly what Harrison did. Booting up the same scene from The Getaway shown at last May's event, the president moved the camera around to show everyone that it wasn't a pre-rendered movie at all. Shifting camera perspectives, he zoomed in and out of London's Piccadilly Circus and revealed new angles to a stage that hadn't been seen before.

Yes, it's impressive looking isn't it?
Sadly, there wasn't much else to the demo other than that. Cars moved realistically down the road; people walked the sidewalks; light reflected off glass and metallic surfaces. It all looked well and good, and as my colleague Chris Roper put it, "It had HDR out the ass!" (For the unfamiliar, HDR is short for 'High Dynamic Range,' which essentially means the manipulation of an image between its brightest and darkest areas beyond the current standard of modern displays.)
Straightforward as it may have been, the demo was used to prove a point. Harrison wanted to show the crowd why having the Blu-ray storage format was so important. This simple Getaway scene in particular, was so huge in terms of its data (hundreds of MBs), that without the Blu-ray, building the environment wouldn't be possible. It's an advantage that the 50 Gigs (on a dual-layered BD-ROM) can bring to content developers -- the opportunity to build and stream bigger, more detailed worlds.
What will all this mean for the final version of The Getaway when it comes out sometime before the apocalypse? Obviously we don't know yet, but if the finished game looks anything like the demo we could be in for a real treat.
Nothing too exciting except the Fish demo and the Unreal demo look pretty cool.
_______________________________________
More getaway info from IGN:
Following the cooling-off period from last year's Electronic Entertainment Expo, Sony Computer Entertainment President of Worldwide Studios, Phil Harrison had something to prove. "People didn't believe that The Getaway demo was real-time," he said during his keynote address today at GDC. "I'm going to bring back the same demo today to prove that it was."
And that's exactly what Harrison did. Booting up the same scene from The Getaway shown at last May's event, the president moved the camera around to show everyone that it wasn't a pre-rendered movie at all. Shifting camera perspectives, he zoomed in and out of London's Piccadilly Circus and revealed new angles to a stage that hadn't been seen before.

Yes, it's impressive looking isn't it?
Sadly, there wasn't much else to the demo other than that. Cars moved realistically down the road; people walked the sidewalks; light reflected off glass and metallic surfaces. It all looked well and good, and as my colleague Chris Roper put it, "It had HDR out the ass!" (For the unfamiliar, HDR is short for 'High Dynamic Range,' which essentially means the manipulation of an image between its brightest and darkest areas beyond the current standard of modern displays.)
Straightforward as it may have been, the demo was used to prove a point. Harrison wanted to show the crowd why having the Blu-ray storage format was so important. This simple Getaway scene in particular, was so huge in terms of its data (hundreds of MBs), that without the Blu-ray, building the environment wouldn't be possible. It's an advantage that the 50 Gigs (on a dual-layered BD-ROM) can bring to content developers -- the opportunity to build and stream bigger, more detailed worlds.
What will all this mean for the final version of The Getaway when it comes out sometime before the apocalypse? Obviously we don't know yet, but if the finished game looks anything like the demo we could be in for a real treat.
#316
DVD Talk God
Boy, if you are going to make a game like that which will require hundreds of megs for a simple scene, you better make sure you will sell a lot of them. In an age where killer apps sell well, but the rest are ho-hum, you sure don't want to have a huge development cost sitting on a game that is average.
But it is mega impressive.
But it is mega impressive.
#317
DVD Talk Special Edition
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From: Austin, TX
Instructions:
1) Check out the PS3 Project offset dragon demo on IGN.com http://media.ps3.ign.com/media/764/764837/vids_1.html
2) Pick jaw off the floor
1) Check out the PS3 Project offset dragon demo on IGN.com http://media.ps3.ign.com/media/764/764837/vids_1.html
2) Pick jaw off the floor
#318
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From: Austin, TX
PS3 sneaky demo pics from GDC:
http://www.joystiq.com/2006/03/25/mo...ys-gdc-keynot/
http://www.joystiq.com/2006/03/25/mo...ys-gdc-keynot/
#319
DVD Talk Godfather
Originally Posted by The Franchise
And that's exactly what Harrison did. Booting up the same scene from The Getaway shown at last May's event, the president moved the camera around to show everyone that it wasn't a pre-rendered movie at all.
Moving a free roam camera around a map like a replay when nothing is happening on screen is not indicative of in game graphics. That is all.
Thanks.
p.s. I'm still not impressed. I'm sure the 360 can render the same scene, detail for detail.
#320
DVD Talk Special Edition
I just preordered a PS3 today. I'm #4. The cashier told me the PS3 will only be available in bundles has anyone heard anything about this? She said this goes for all stores.
#324
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From: McKinney, TX
Originally Posted by ChrisHicks
so how many people are not going to try to get one during launch? I'm still on the fence about trying to get one on launch.
#325
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From: MD
Originally Posted by Michael Corvin
Dr. Mr. Harrison,
Moving a free roam camera around a map like a replay when nothing is happening on screen is not indicative of in game graphics. That is all.
Moving a free roam camera around a map like a replay when nothing is happening on screen is not indicative of in game graphics. That is all.



