- Thread starter
- #3,091
ThomasGOAL
Retired Footballer
- 15 March 2003
GTHD vs Real Life - Nissan Xanavi
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GTHD vs Real Life - Nissan Xanavi
So your gonna get Pro 7 on 360?
Good luck with that!
the 360 pad doesn't work at all with Pro Evo, it needs a d-pad, and the d-pad is terrible
Not everyone uses the d-pad.
I have the PS3 version pre-ordered though mostly because of the free online play and that it is the spiritual home of PES.
Hm, where have I seen that before?
Not everyone uses the d-pad.
I have the PS3 version pre-ordered though mostly because of the free online play and that it is the spiritual home of PES.
Funny me and a lot of other ppl on these Forums were playing the games long before Sony even had a console on the market lol .
2-Days to Vegas Info: Release, Story, Blu-ray advantage
Here are some new screens and information about 2-Days to Vegas, to be released on the Xbox 360 and PS3 next year.
2 Days to Vegas has been floating just beneath the press radar and the devs have purposely been tight-lipped regarding the game. According to Loo, this was done to keep "creative control". They even refused to look for a publisher until they get the game completely finished. So inevitably, the storyline and content were kept under lock and key - which was apparently easy considering Steel Monkey only has a small population (58).
2 Days to Vegas is a third person shooter reportedly inspired by movies´ impact on people. Think of how you feel after you leave the movie theater, though that depends entirely on the movie you watched.
An in-house game engine was used and would feature global lighting and HDR lighting. They also included a "garbage generator" to simulate the clutter on the city streets. Talk about attention to detail. Loo comments on the Blu-Ray as a distribution media, "Blu-Ray solves a lot of our problems."
Uncharted: Drake's Fortune - Detailed information on Animation and Graphics
Details from Game Informer's article were few and far between, but as more unseen scans of the magazine are revealed, the information can be dissected.
The Naughty Dog folks are known as some of the most savvy programmers and technicians in the industry - and this hit home with Game Informer after they spent some time with Uncharted.
As already reported, Naughty Dog are sporting a complex animation system that governs movement and combat, and Drake will have around 3000 animations (200 for Jak on the ps2) to play with in when the game releases. One example of this is that every time Drake takes cover after shooting an enemy, minor variations will occur in his posture, hand position and expression, all adding to the realism of his character.
Naughty Dog are aiming for the illusion that you never see Drake do the same thing twice and this can be achieved by a very unique feature of their engine: of the hundreds of animations, many of them can be layered on top of one another. These moment to moment combinations are possible by farming them out to the PS3's SPUs, allowing Drake to display any number of poses, emotions, and movements all at once.
For instance, picture Drake sprinting across a wide-open area to reach cover. His running is combined with frantic dunking and dodging as bullets begin to fly from a near cliff face, He's been running for a long-time so his frame is visibly shaking from hard breathing. Simultaneously he's frantically reloading his rifle so he can fire back. To top this off, his face wears a combined expression of fear and determination.
On top of the characters' clothing and faces, Naughty Dog have overlaid a wrinkle map that might best be described as a reactionary texture to the shifts in the normal map that lies beneath it. In essence, as the joints in the face or body move into new positions, the wrinkle map responds to create startling realism in both flesh and cloth.
To avoid the uncanny valley, the game artists have made the decision to make the game just out of photorealism, but enough in to be emotion laden for that cinematic feel.
All character models and environments are modeled from scratch and not from scanning, to allow for complete artistic freedom in their creation. An array of complex shaders dictate the way light interacts with objects, including some amazing sub-surface lighting, such as the diffused light of a torch behind the skin of a hand, or sunshine shining both through and around a thin leaf on a tree.
With the power of the PS3, the team can create moveable joints on objects like tree-branches, so that wind shakes them individually, casting shadows on the ground.
Furthermore, with the aid of HDR lighting, your character's eye must adjust to drastic shifts in brightness. This means that if you make Drake stare at the sun for several seconds and then turn down and look into a cave, your ability as a player to see clearly will emulate his iris' dilation into the darker environment.
All these tricks combined, create a world that appears almost soft to the touch - from the hair and clothes of Drake, to the refracted appearance of the ground beneath a spinning pool of water.
Saints Row 1 NOT appearing on PS3....
Under the hood: MotorStorm "uses 15-20% of available SPU resource"
Talking to Beyond3D about their baby MotorStorm, technical director Scott Kirkland stripped the hood off the game and revealed how many of the PS3 gears MotorStorm runs on. In SPU usage terms, he says the game "only uses between 15 and 20 percent of available SPU resource."
On how it stacks up with an earlier assertion that MotorStorm uses all of PS3's SPUs, we can infer that the game runs across all of the Cell Processor's processing units, but it still all averages out to 15-20% of total available processing resources. After all, Scott enumerates exactly what runs on those SPUs:
Havok physics.
Determination of object visibility.
Concatenation of hierarchies.
Billboard object culling and vertex buffer creation.
Updating of particles and vertex buffer creation.
Updating of vehicle dynamics.
Updating of vehicle suspension constraints.
Audio (MultiStream).
Video decoding.
Not on that list are rendering MotorStorm's dirty graphics: "We don’t use the Cell’s SPUs in this way at the moment. All of our lighting and transformation work is done in the RSX’s pixel and vertex shaders." In the future, however, Scott believes that "cooperative rendering" between the RSX and SPUs "will become far more widespread"... given enough experience, of course.
That leaves how a future MotorStorm could look like open to the imagination.
http://ps3.qj.net/Under-the-hood-MotorStorm-uses-15-20-of-available-SPU-resource-/pg/49/aid/92150
So would you guys say a PS3 with Ridge Racer 7 and Motorstorm is worth £330?