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Halo 4 leaked?

Well yeah, Uncharted 3's are better than KZ3. Guerrilla is not even comparable to Naughty Dog (in any facet).
 
Oh, I'm not faulting you. It happens all the time (mostly with people using youtube videos for comparison because they don't know any better). Just trying to put everything on a level playing field.

Here's 2 KZ3 gifs I made. Use them to compare to your heart's content.

http://www.abload.de/img/animation1wwlsn.gif[//IMG]

[IMG]http://www.abload.de/img/animation25xzx1.gif[//IMG][/QUOTE]

[quote="Reiko, post: 43225558"]To be fair...

[IMG]http://24.media.tumblr.com/tumblr_m0ko8rGkii1r7ms4po9_500.gif[//IMG]

Naughty Dog's are of high quality. Look at her eyes.[/QUOTE]

There's still a slight disconnect between the body and facial expressions... and the result of animating faces by hand, characters tend to look more...expressive? Still prefer the more comprehensive performance capture utilized for Halo4
 
To be fair...

tumblr_m0ko8rGkii1r7ms4po9_500.gif


Naughty Dog's are of high quality. Look at her eyes.

Uncharted still has a slight plasticine look to the character models.

The Last of Us seems to remedy this. Looks spectacular.
 
Wait hold on a sec, correct me if I'm wrong but I''m prettttyyyy sure both Killzone 3 and Uncharted 3 uses keyframe animation for the faces. Halo 4 on the other hand uses a similar technique seen in Avatar, using a video camera attached to the face of an actor and markers on the face? Hence why you see those subtle but fluid shifts in Lasky's smile and eye movements...Personally, that alone puts it beyond ND's work on Uncharted 3

Guerrilla and Naughty Dog hand animate
Quantic Dream uses some new style motion capture
 
Of all the released and upcoming games, Halo 4 probably has the most advanced face tech outside of La Noir and Beyond Two Souls. 343i is a super team that has devs from every top studios of this generation.
 
I just hope it will be on next-gen.

Usually Halo's come out every 2 years no? And well Next Xbox might be announced at E3 2013 with a release fall 2014.
Main games in the series have usually stuck to a 3 year schedule, 4 being the only exception. 2001 - CE, 2004 - 2, 2007 - 3, 2010 - Reach, 2012 - 4.
 
I just hope it will be on next-gen.

Usually Halo's come out every 2 years no? And well Next Xbox might be announced at E3 2013 with a release fall 2014.

It will be next gen, and the new Xbox is most likely being announced next E3, to release next fall (not 2014).

Halo 5 will most likely be Fall 2014 though, or 2015.

I'd bet money that Halo 4 is cross-compatible with the new system.
 
Guerrilla and Naughty Dog hand animate
Quantic Dream uses some new style motion capture

Yeah and to be fair, built-in facial tech in 3D software has come a long way..but as good as the animations in Uncharted 3 are (which many people are crazy about), I'm not fond of the inherent exaggeration in facial expressions that comes with keyframe work. That Marlowe gif for example... the way her lips drops and stretch, doesn't resemble the way a real person talks...
 
Uncharted still has a slight plasticine look to the character models.

Eh, not so sure about that. That gif is terrible quality, so you can't really see the gorgeous skin textures used on the Uncharted character models. I don't know the technical term for it, but it's a soft lighting within the skin that really makes the skin look like it has some volume, so to speak, and not just a texture slapped onto a skeleton.
 
Eh, not so sure about that. That gif is terrible quality, so you can't really see the gorgeous skin textures used on the Uncharted character models. I don't know the technical term for it, but it's a soft lighting within the skin that really makes the skin look like it has some volume, so to speak, and not just a texture slapped onto a skeleton.

pre-rendered cutscenes looks really impresive, but realtime cut-scenes looks like the gif posted before.
 
Eh, not so sure about that. That gif is terrible quality, so you can't really see the gorgeous skin textures used on the Uncharted character models. I don't know the technical term for it, but it's a soft lighting within the skin that really makes the skin look like it has some volume, so to speak, and not just a texture slapped onto a skeleton.

I know.


It's quite impressive.

Helen Mirren;)
 
Any source to this? Same with Halo 4.

Killzone 2 weighed in at around 13GB of data pressed on the Blu-ray, while a quick look at the disc structure of the new game confirms that the sequel consists of over 41.5GB of data: a monumental increase in the amount of shipped data that has necessitated a switch to a dual-layer disc. The major contributory factor to the increase is the shift from engine-driven cinematics to video data streamed directly from the Blu-ray.

Guerrilla has opted to create a seamless "zero loading" experience using a similar technique to that seen in the Uncharted games and God of War III. Video sequences are streamed from the disc while game data for the next level loads in the background. By the time the cinematic storytelling is complete, the game has already spooled in all the data required to kick off gameplay on the next level. As long as you don't skip the cut-scenes, Killzone 3 has no visible loading whatsoever.

There are over 32GB of video sequences stored on the Blu-ray disc, with game data accounting for around 9GB, all powered by a 20MB executable. Interestingly, despite having the option of using Sony's own h264-based PAMF video tech for the cinematics, Guerrilla has opted instead to use Bink - an ancient video codec with often questionable image quality that requires large amounts of bandwidth to achieve acceptable quality. .

From Digitalfoundry article.

EDIT: Halo 4 cutscenes was realtime confirmed (not opening scene and terminals).
 
KZ3 and Uncharted have some real time cut-scenes, not every one is pre-rendered.

All Halo 4 cut-scenes are real time during the campaign. Terminals and the prologue are pre-rendered but it's very obvious.
I know sometimes techniques are used in cutscenes that adds maybe some extra lighting effects etc., but still uses in-engine/realtime models. But i dont know if this is concidered as pre-rendered. Then i think of a movie file being played.
 
I know sometimes techniques are used in cutscenes that adds maybe some extra lighting effects etc., but still uses in-engine/realtime models. But i dont know if this is concidered as pre-rendered. Then i think of a movie file being played.

If it is not real-time then it is pre-rendered. And yes, it is a movie clip being played.
 
From Digitalfoundry article.

EDIT: Halo 4 cutscenes was realtime confirmed (not opening scene and terminals).
Thanks for the source :) I actually didnt know about that because nothing about the cutscenes strikes me as pre-rendered, but it makes sense hence the loading. Seems to me to be made as a choice more to get rid of loading rather than a technical issue (as in not enough horsepower to do the cutscenes in real time) though because the cutscenes doesnt look much different from what i've seen from the game itself, at least from what i can remember.


If it is not real-time then it is pre-rendered. And yes, it is a movie clip being played.
That is true, but your previous claim made it sound like these models were not possible if done in real time, at least that is how i understood it. The cutscenes are afterall made with fixed cameras etc..

EDIT: I added some text.
 
I know sometimes techniques are used in cutscenes that adds maybe some extra lighting effects etc., but still uses in-engine/realtime models. But i dont know if this is concidered as pre-rendered. Then i think of a movie file being played.

Well I don't mean pre-rendered in the typical sense that you would see with high quality Square Enix CGI, I just mean it's not being rendered in real time on the console.

Yeah, that is true, but that doesnt mean that it could be done in real time.

Depends, but there are times where I think they get away with more because it's pre-rendered and they don't have to worry about running out of rendering time in a single frame.
 
Well I don't mean pre-rendered in the typical sense that you would see with high quality Square Enix CGI, I just mean it's not being rendered in real time on the console.
I understand.


Depends, but there are times where I think they get away with more because it's pre-rendered and they don't have to worry about running out of rendering time in a single frame.
That is true. But there isnt much about these models that makes me think that they couldnt be done in a real time rendered cutscene.
 
I don't really care if something is pre-rendered as long as there is no artifacting during the video because of compression.

Larger disc space allows for larger video files.

Partially the reason all cutscenes are rendered in real time for Halo 4, since it would take up too much space otherwise.
 
well i played several levels ( on the office,not pirated copy if you asked)the game on the tech side is way better than 3 and better than reach,but in the artistic side is way beyond anything halo3 has done,its not only the polygon count or the textures is the designs,the lighting,everything is superb

here is my polemic note,doesnt look better than kz2 or kz3,it looks on the same level,and these two are the top ones on that subject so everyone can be happy now
 
I don't really care if something is pre-rendered as long as there is no artifacting during the video because of compression.

Larger disc space allows for larger video files.

Partially the reason all cutscenes are rendered in real time for Halo 4, since it would take up too much space otherwise.

But U3 "pre-rendered" cutscenes have better textures and animations than real-time cut-scenes, I don't have 720p images, but I have seen some comparisons before.
 
If next-gen Halo combines the graphical fidelity of H4 with the humongous levels in H1 and H3 I'd be more than happy.
I'm pretty sure H4 will combine the graphical fidelity of H4 with the humongous levels in H1 and H3. :-P
 
That is true. But there isnt much about these models that makes me think that they couldnt be done in a real time rendered cutscene.

That one scene where the smooth gifs are made? Probably not. Only the devs would know if they used pre-rendered because it exceeded their rendering budget or if they did it purely to cover up the loading. There are a number of models with what appears to be better texture resolution and some nice lighting, so maybe there was a bottleneck, but who knows. You'd be amazed how many ways a game or scene can be hit by performance.

Edit:

I don't really care if something is pre-rendered as long as there is no artifacting during the video because of compression.

Larger disc space allows for larger video files.

Partially the reason all cutscenes are rendered in real time for Halo 4, since it would take up too much space otherwise.

I really hope more games don't rely on pre-rendered in-engine cut-scenes next gen with all 3 consoles have more disc storage. Anything pre-rendered is just not impressive on a technical level IMO. Sure they look great, most of the time, but real time cut-scenes are what I want.
 
That one scene where the smooth gifs are made? Probably not. Only the devs would know if they used pre-rendered because it exceeded their rendering budget or if they did it purely to cover up the loading. There are a number of models with what appears to be better texture resolution and some nice lighting, so maybe there was a bottleneck, but who knows. You'd be amazed how many ways a game or scene can be hit by performance.

Edit:



I really hope more games don't rely on pre-rendered in-engine cut-scenes next gen with all 3 consoles have more disc storage. Anything pre-rendered is just not impressive on a technical level IMO. Sure they look great, most of the time, but real time cut-scenes are what I want.

Yeah. Real time is more impressive. You can imagine a lot of the impact lost in the Metal Gear: GZ reveal if Kojima said all of the cutscenes will be pre-rendered in-engine.
 
That one scene where the smooth gifs are made? Probably not. Only the devs would know if they used pre-rendered because it exceeded their rendering budget or if they did it purely to cover up the loading. There are a number of models with what appears to be better texture resolution and some nice lighting, so maybe there was a bottleneck, but who knows. You'd be amazed how many ways a game or scene can be hit by performance.
I'm thinking of all Killzone 3 gifs on this page. From what i've seen from the game itself, the cutscenes doesnt strike me as something that are above the game itself in technical terms (it has been a while since i've played Killzone 3 single player, but at least from what i can remember). But you're right, we dont know for sure if better texture and extra lighting effects are added or not. Cutscenes in general can also make things look pretty nice because of the fixed cameras and the extra animations that can be done. For example Mass Effect, does the models look just as detailed in the game itself compared to the dialouge models?
 
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