paidia pistevo oti to killzone tha einai kati antistixo toy gears of war kai akoma kalitero logo to oti i paragogi toy exei ftasi se trela posa 15 fores toy gears
paidia pistevo oti to killzone tha einai kati antistixo toy gears of war kai akoma kalitero logo to oti i paragogi toy exei ftasi se trela posa 15 fores toy gears
Φιλε soP1holi μπορεις να διορθωσεις και τον τιτλο?γιατι εχεις ξεχασει ενα l στο killzone
Για το παιχνιδι τωρα...αν και δεν μου αρεσουν τα fps ειμαι πολυ περιεργος να δω το επιπεδο γραφικων που θα εχει το Killzone2.
Έχουν δώσει τρομερά λεφτά για το παιχνίδι και λένε πως όλα θα καταστρέφονται και θα μοιάζει πολύ ρεαλιστικό... ας ελπίσουμε να έχουν δίκιο.
http://www.psu.com/node/9175
Guerrilla Games technical director, Michiel van der Leeuw, stated that all environments will be destructible in Killzone 2 for the PlayStation 3.
...programming that was previously impossible on PS2 hardware can now be executed easily on the PlayStation 3.
"We can add many more light and shadow effects, and we are about to reach reality"
Χτες επιβεβαιώθηκε το beta του killzone 2!!!
Link: http://www.killzoneunit.com/kz/?p=565Seb "motherH" Downie of Guerrilla Games confirmed that there will be a public beta for Killzone on the PS3. When, is the big mystery.
Ñǿñßöŗň™ is back on business ...
New Killzone 2 Engine info
The Develop Conference will be taking place between July 24th to the 26th in Brighton, UK. Even though this event will be taking place after E3, we’ll get a chance to hear about some of the development techniques behind Killzone for the PS3.
Deferred rendering in Killzone 2
Michal Valient, Guerrilla-Games
Next generation gaming brought high resolutions, very complex environments and large textures to our living rooms. With virtually every asset being inflated, it’s hard to use traditional forward rendering and hope for rich, dynamic environments with extensive dynamic lighting. Deferred rendering, on the other hand, has been traditionally described as a nice technique for rendering of scenes with many dynamic lights, that unfortunately suffers from fill-rate problems and lack of anti-aliasing and very few games that use it were published.
In this talk, we will discuss our approach to face this challenge and how we designed a deferred rendering engine that uses multi-sampled anti-aliasing (MSAA). We will give in-depth description of each individual stage of our real-time rendering pipeline and the main ingredients of our lighting, post-processing and data management. We’ll show how we utilize PS3’s SPUs for fast rendering of a large set of primitives, parallel processing of geometry and computation of indirect lighting. We will also describe our optimizations of the lighting and our parallel split (cascaded) shadow map algorithm for faster and stable MSAA output.
Take Away
The session will provide detailed overview and optimizations of modern rendering engine and parallel processing. Many of the topics are applicable for various gaming platforms.
Πηγή: http://www.killzoneunit.com/kz/?p=647
Ñǿñßöŗň™ is back on business ...
found on: http://www.ps3forums.com
Quote:
The Develop Conference will be taking place between July 24th to the 26th in Brighton, UK. Even though this event will be taking place after E3, we’ll get a chance to hear about some of the development techniques behind Killzone for the PS3.
Deferred rendering in Killzone 2
Michal Valient, Guerrilla-Games
Next generation gaming brought high resolutions, very complex environments and large textures to our living rooms. With virtually every asset being inflated, it’s hard to use traditional forward rendering and hope for rich, dynamic environments with extensive dynamic lighting. Deferred rendering, on the other hand, has been traditionally described as a nice technique for rendering of scenes with many dynamic lights, that unfortunately suffers from fill-rate problems and lack of anti-aliasing and very few games that use it were published.
In this talk, we will discuss our approach to face this challenge and how we designed a deferred rendering engine that uses multi-sampled anti-aliasing (MSAA). We will give in-depth description of each individual stage of our real-time rendering pipeline and the main ingredients of our lighting, post-processing and data management. We’ll show how we utilize PS3’s SPUs for fast rendering of a large set of primitives, parallel processing of geometry and computation of indirect lighting. We will also describe our optimizations of the lighting and our parallel split (cascaded) shadow map algorithm for faster and stable MSAA output.
Take Away
The session will provide detailed overview and optimizations of modern rendering engine and parallel processing. Many of the topics are applicable for various gaming platforms.
Ok why am I re-posting this you may ask.
Answer = I done some digging about deferred rendering as I have never heared of this technuiqe.
Basicly it looks like there hasn't been enough power or the GPU's have been to restricte to do deferred rendering with MSAA up until present.
Here is a quote on this:
Quote:
Don't have any screenshots, I abandonned my deferred redenderer a couple of years ago.
But I recall that the artifacts that bothered me most was that sometimes it looked like there was no AA and most of the time the "edges" were enhanced, like a sobel edge detection filter albeit more subtle.
I.e the jaggy edges where enhanced, which defies the purpose of AA!
Looking further down I stumbled on this:
Quote:
So if I use only a GeForce 8800, I can program the resolve function, that's it ? Then I can have an antialiased resolve function for the color buffer and no anti-aliasing for the position and normals ... Is it correct ?
Can I do it just now ? what function to call (on XP/OpenGL) ?
Or you mean that I have to render to a 4X buffer (for 4X AA) then code AA myself ?
answer was:
Quote:
Custom resolves are supported on G80 and R600 (they are required for D3D10). In D3D10 you can load the different elements in an MSAAed buffer using the "Load" shader function with an extra integer parameter for which color index. Note that *all* of your attribute buffers should technically be multisampled (this is also supported on G80/R600).
Also note that MRT's are a totally separate issue here... even if you render one RT at a time, you will still have a problem with MSAA + deferred shading. MRT's are *just a performance optimization* - always remember that.
I assume the G80 OpenGL extensions expose something similar, but I'd have to check them out.
What you need to do for deferred shading is to load all of the different indices, resolve the lighting function, then average the results for all samples. So for 4x MSAA something like (in HLSL):
So if we go back to the original Killzone 2 devs posts we can speculate that either.
The RSX has some of the Nvidia G80 componants.
or
The Cell is able to emulate DX10 functions (or something completly new) for this type of thing to work?
http://www.gamedev.net/community/for...opic_id=447959
wtf!!!great news!!!
2X PS3 proud owner & XBO360 owner 35 ps3 games and still counting...more games,coming soon...
το παιχνιδι πιστευω επειδη κιολας εχουν ριξει πολλα χρηματα για την αναπτυξη του και ειδικα επειδη ειχα παιξει το killzone στο ps2,η guerrilla (που ανοικει πια στη sony)σαν developer ξερει να παιρνει το κατι παραπανω απο την υπποδυναμη του ps,γενικοτερα.υπομονη και κατι μου λεει οτι θα δουμε πραγματα που ουτε φανταζομασταν (παντα θετικα),σε σχεση με το fake demo of e3 2006.Ιδωμεν!
2X PS3 proud owner & XBO360 owner 35 ps3 games and still counting...more games,coming soon...
sigoura exoun rixei polla xrimata afou oloi oi os3 games auto kai to metal gear solid 4 perimenoun kai se auto tha stirixei i sony
Killzone PS3-Second Intention and Guerrilla
ACEMANWISE - contributor - Tipsed by: Clinton514
Published: 17 minutes ago | News | PlayStation 3 | Industry News | Dev News
Info Report
2
It’s hard not to post about these minute details that are popping up about Killzone for the PS3.
A couple of weeks ago killzoneunit.com learned of Guerrilla Games at the Develop Conference, this week thanks Epix at PS3Forums, killzoneunit.com learned that Second Intention has worked with Guerrilla Games on “graphics technology research”.
Although they’ve completed their contract in 2005, they have continued working with Guerrilla Games on what we assume to be the lighting system for Killzone on the PS3.
Rumor: Θα έρθει τελικά το Killzone 2 μέσα στο Σεπτέμβρη?
Σε ένα τελευταίο θέμα του GamePro έγκυρες πηγές λένε ότι η ανάπτυξη του Killzone 2 πάει απ' το καλό στο καλύτερο και ότι το παιχνίδι θα φτάσει σε μας τον ερχόμενο Σεπτέμβρη.Ένας αρθρογράφος του GamePro έγραψε ότι σε σχέση με το Halo 3 και ότι κυκλοφορεί σε FPS αυτή τη στιγμή σε κονσόλα το Killzone 2 είναι πολύ μα πολύ μπροστά. Περιμένουμε να δούμε αν η φήμη θα βγεί αληθινή αν και το βλέπω αρκετά δύσκολο να έχουμε το Killzone 2 το Σεπτέμβρη. Παρόλα αυτά τα μάτια μας στην E3 να δούμε τι έχει η Sony να μας δείξει για το Killzone 2 και αν είναι τόσο μπροστά όσο λένε όλοι...
Ñǿñßöŗň™ is back on business ...
an einai ante gia.apo tote pu aipexa tin beta tu halo kai xenerosa to pulisa kateutian,bevea eixa varethi kai to gears ,to fortza the einai tipota to spudeo kai etsi den me enthusiaze to xbox allo an vgalu merika games den tha apasxoli alli konsola kanenan,poso malos an diatheti 3 games kala.den trelathika na exw alli konsola gia dio tria games
Killzone 2 at E3 – Cost $20 Million To Date
Shadow Flare - contributor - Tipsed by: jaffer
Published: 34 minutes ago | News | PlayStation 3
Info Report
14
Killzone 2 is going to get the full E3 treatment, with its own party in a swanky sushi bar in Santa Monica and everything. It's on at the same time as the Microsoft conference and E3 party, no less! Take that Microsoft!
Apparently Killzone 2, developed by Amsterdam-based Guerilla Games, is the most expensive entertainment project in Dutch history, with a whopping great budget in excess of $20 million (£10 million).
koitakse to xbox einai kalh konsola k exei ena soro games apo ta opois paizontai me aksioprepeia 2-3...ante sou vazo 5 gia ola ta gousta...an exeis ps3 niotheis otan paizeis oti einai allo epipedo..kata ta psemata tora.. to killzone einai exclusive k doulevete poso kairo tora sto ps3..exo periergeia na do pos tha einai...makari na exoume kati sthn E3..
ProEvo η Sony ανακοίνωσε ειδικό event 2.30 ώρες για το Killzone 2 στην E3 οπότε χαπάκια και αναμονή....Θα δούμε πιστεύω πολλά για το Killzone όχι απλά κάτι...
Ñǿñßöŗň™ is back on business ...
stantar den kanis idiki parusiasi an den axizi.alios tha to parusiazane sti ekthesi sta muloxta kai ayto itan
Rumour: Killzone 2 could be coming sooner than we think
Posted Jun 27th 2007 11:15AM by Jem Alexander
Filed under: Rumors
There's a chance we may be seeing a Killzone 2 release as early as September. Game Planets is reporting that the latest issue of Power Unlimited magazine states that "expectations for the PlayStation 3 premier shooter are high, and Sony aims to release Killzone 2 during September."
While we're going to reserve judgement for now, we wouldn't be surprised if this was true. We first got a glimpse of the game two years ago and, judging from the way Sony is handling the Killzone 2 presentation at E3, they must have something spectacular to show us now. A pre-Halo 3 release would also do the game a great deal of good, especially if its as groundbreaking as they say.
We'll keep you updated as and when any developments occur.
ps3fanboy
Last edited by SQP_GR; 27-06-2007 at 19:27.
πολυ ομορφα...ε ναι 2 ωριτσες ετσι για μια πατατα δεν αφιερωνεις... ειχε δικιο ο Phil που ελεγε οτι δε θα δειξουμε τπτ απο killzone αν δε φτασει στο σημειο που το θελουμε! μαλλον ηρθε η ωρα!
EDIT: φυσικα και θα θελουμε HD την παρουσιαση...και την conference..:yay:
Last edited by Proevofan; 28-06-2007 at 02:14.
Killzone PS3 Beta Set To Begin
by Victor Dangelo on 28/06/2007 Views: 312
News is coming out that Sony is recruiting for the rumored Killzone beta on the PlayStation 3.
The news is coming out of the Official PlayStation forums as they stated that the Killzone beta test could be closer to being launched than many thought.
Many users received an e-mail from Sony which reads "PlayStation Network is getting Killzone battleready, and we’re looking for beta testers to provide crucial feedback. You must have access to a PlayStation 3 system that is connected to the internet via broadband connection, an active PlayStation Network account, and be 18 years or older. If you want to participate in this beta simply reply "yes" to this message and you will be notified via e-mail if you are accepted."
vevea den xerume an einai alithia
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