nigelhere9901 Posted June 23, 2013 Share Posted June 23, 2013 I have a feeling the Xbone will lag slightly behind in terms of graphics. Maybe like the original Xbox and the ps2 where the ps2 was significantly weaker. That will happen. I think X1 will miss out on the games that take advantage of the hardware. PS2 missed on some of the generation's best i.e. Half Life 2 was not scaled down for PS2 because it was impossible to execute it's physics on the PS2 CPU. Take note that the GPGPU technology was not available at that time. Same with Far Cry: Instincts. The physics plus the world required more memory and more storage for the huge worlds it had. DOOM 3 also had some amazing lighting technology which was not supported by the PS2's GPU. Link to comment Share on other sites More sharing options...
iNero Posted July 23, 2013 Author Share Posted July 23, 2013 (edited) Just for fun some screens to show what the console are already capable of: PS4 ( all confirmed in-game) http://abload.de/img/4uwsab.jpg http://killzone.dl.playstation.net/killzon...enshots/OWL.png http://abload.de/img/hgh_assault6osyh.jpg note: those 3 are from open world! http://abload.de/img/2onqhj.jpg http://abload.de/img/infamous-second-son_2kgrje.jpg http://images.gamersyde.com/image_infamous...4-2661_0002.jpg Destiny and The Division both are confirmed that hey did run on PS4 or PS4 Dev Kits. And the Dark Sorcerer Tech Demo from Quantic Dreams. And yes its a Tech Demo but everyone who heared of Quantic Dreams knows that they always surpass their tech demo graphics in their games. So their games look better than their tech demos. The Tech Demo was actually unoptimized and used the PS3 pipes and tools. They "rushed" it for E3. The Infos about the Tech Demo: -The demo ran in 1080p native resolution. Texture resolution was 1080p as well. -The framerate was not optimized at E3, and ran between 30 and 90 frames per second. -The demo used only 4 GB of the PS4′s 8 GB of RAM. -The DualShock 4 can be used to dynamically move the camera position and switch lighting (between studio mode and film mode) within a single frame. -The set uses about one million polygons. -Each character takes a little less than one million polygons and 150 MB of textures (there’s a reporting discrepancy here. See at the bottom of the list). -The textures for the skin and face models were actually obtained by scanning the face of actors actually cast for the project. -The sorcerer is played by David Gant, the Goblin by Carl Anthony Payne II, the Demon by Christian Ericksen and the Director by David Gasman. -The vertex density of the 3D models is comparable to the CG used for film making. -Each character uses 40 different shaders. -The scene uses Volumetric Lightning, allowing individual beams of light to be displayed when the light shines through the environment. -Color Grading and Full HDR ensure that colors are truly vivid and realistic. -All particle effects are simulated in real time and emit light/create shadows. -Limb Darkening is used to naturally darken the edges of the screen. -Effects that would normally be applied in post production like Lens Flare, True 3D Depth of Field and Motion Blur are implemented in real time based on an accurate optical simulation. -Camera lens distortion and imperfections are also simulated. -Physics-based real time rendering is used for reflections and done by the rendering engine. When the lighting changes, the shaders don’t, but the reflection effect still changes dynamically based on lighting. This is a technique that was previously possible only for pre-rendered CG at this level of detail. -An advanced technique named Subsurface Scattering (SSS) is used to simulate the shading of the skin. It involves letting the light penetrate translucent materials and then scatter and refract a number of times at irregular angles and exiting the surface again a different points. It’s another technique that was previously only used in CG. -The same Subsurface Scattering effect is used for the green skin of the goblin, the the wax of the candles and the crystal of the wand as well, despite the fact that the final result is entirely different. -To simulate the effect of wetness of the eye surface, the engine applies to it a mirrored image of the surrounding scene. -The cornea and pupil are actually modeled in 3D inside each eye. -Each hair is drawn separately instead of being a texture applied to a polygonal model. -All clothes, accessories and hair (including the feathers in the sorcerer’s collar) are physically simulated in their motion and interaction with the environment, like they were worn by a real actor -Each human model has 380 different bones: 180 in the face, 150 for the body and 50 for the exoskeleton. This is three times the number of bones used in Heavy Rain and twice the number used in Beyond: Two Souls. -The performance capture studio used for motion and facial capture has been built internally at Quantic Dream and uses 64 cameras tracking 80 markers attached to the face and 60 to the body. -The demo has been created by using the PS3 development pipeline used for Beyond: Two Souls, as PS4 development tools still weren’t available. http://www.dualshockers.com/2013/06/29/ps4...little-mystery/ some screens from the direct feed so its a bit compressed: http://images.gamersyde.com/image_the_dark...3-2753_0002.jpg http://images.gamersyde.com/image_the_dark...3-2753_0004.jpg http://images.gamersyde.com/image_the_dark...3-2753_0005.jpg http://images.gamersyde.com/image_the_dark...3-2753_0007.jpg http://images.gamersyde.com/image_the_dark...3-2753_0012.jpg http://images.gamersyde.com/image_the_dark...3-2753_0013.jpg http://images.gamersyde.com/image_the_dark...3-2753_0009.jpg X1: http://news.xbox.com/~/media/Images/Media%...2%20-%20jpg.jpg http://news.xbox.com/~/media/Images/Media%...3%20-%20jpg.jpg unfortunately Ryse is one of the few games which are confirmed to already run on X1 Hadware and not a target specd PC Edited July 23, 2013 by iNero Link to comment Share on other sites More sharing options...
iNero Posted July 31, 2013 Author Share Posted July 31, 2013 (edited) There was an interview recently with capcom about Deep Down where they also talked about the power of next gen: The Deep Down demo ran in real time at the PS4 presentation and displayedbetween 10 and 20 million polygons per frame. It had a variable frame rate above 30 frames per second and a total texture capacity of 2 GB. It ran 30 different shaders at the same time. The demo can run on a PC with an NVIDIA Geforce GTX 570, 8 GB of RAM, and an Intel Core i7 CPU. The development machines used at Capcom have Geforce GTX 680 and GTX 590 GPUs. The peak performance of the PS4 is lower than that of an high end PC theoretically, but due to the ease of development and the streamlined architecture there are areas in which it can be superior. The same can be said about the Xbox One which has a similar architecture and potential. That basicly meany what I posted in OP. Although the specs seem to be lower than high end, the benefits of such a closed system and the modifications plus coding to the metal make the consoles much more powerful. The original japanese article also shows that the trailer was real time and in-game. http://www.dualshockers.com/2013/07/30/cap...nta-rhei-shared Plus it was running on PS4: http://p.twipple.jp/0vG60 Another pic from ono: Also: Edited July 31, 2013 by iNero Link to comment Share on other sites More sharing options...
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