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...
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Naughty Dog's are of high quality. Look at her eyes.
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
Can't wait for Halo 5...
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Maybe we'll reach the CGI?![]()
Can't wait for Halo 5...
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.
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.
Halo CE = 2001
Halo 2 = 2004
Halo 3 = 2007
Halo 4 = 2012
I don't know about that, maybe if there is a PC version. That won't happen though.![]()
Guerrilla and Naughty Dog hand animate
Quantic Dream uses some new style motion capture
Halo Reach=2010
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.
Any source to this? Same with Halo 4.Not realtime. KZ3 cutscenes are pre-rendered, the same for U3 cutscenes.
Any source to this? Same with Halo 4.
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.
True, but I don't count it as a "numbered Halo" xD
I really like cortana animations:
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Can't wait for Halo 5...
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Maybe we'll reach the CGI?![]()
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. .
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.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.
Thanks for the sourceFrom Digitalfoundry article.
EDIT: Halo 4 cutscenes was realtime confirmed (not opening scene and terminals).
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..If it is not real-time then it is pre-rendered. And yes, it is a movie clip being played.
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 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.
Yeah, that is true, but that doesnt mean that it could be done in real time.
I understand.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.
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.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.
I don't know about that, maybe if there is a PC version. That won't happen though.![]()
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'm pretty sure H4 will combine the graphical fidelity of H4 with the humongous levels in H1 and H3.If next-gen Halo combines the graphical fidelity of H4 with the humongous levels in H1 and H3 I'd be more than happy.
How did Killzone gifs end up ITT ?
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.
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.
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?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.