Killzone 2 Lighting Engine: Overview ( 56k WARNING ) BEST LIGHTING ENGINE ?

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naughtydog360

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#1 naughtydog360
Member since 2007 • 805 Posts

Site :

Link : http://gamers-creed.com/?p=141.killzzzz

Get to know your lighting
Lighting is the most important part of any graphical asset in a video game. Without proper lighting, even the most high definition textures and carefully modeled polygon characters/environments will simply look like crap. Lighting is what makes these beautifully designed games come to life.

There are just TWO types of lighting possible: direct and indirect. Each have their own sub-categories like soft, harsh, diffused, etc. But there are ONLY two! It's the mixture of these two which can provide a truly visceral experience.

Killzone 2 uses a multitude of lighting effects applied in real-time on a situation-by-situation basis. This is by far the most complex and impressive lighting engine created for a console video game. Everything you see in Killzone 2 is made possible by the lighting engine. If you turn it off, you will simply have a black screen - this is VERY important to remember. Most video games do not use this type of lighting because it's not only difficult to code - but uses an enormous amount of processing power.

The visibility in most games is attributed to only to the actual textures which are applied to objects in a game. Turn off the lighting in game X and you will still be able to see the room or area you're in. This is static and pre-canned environmental lighting. In Killzone 2, everything you see is affected by ambient and direct light sources. If there is no light source nearby... there is no light... you will not be able to see anything. The color of ANY level can be dynamically changed by the color of the lighting engine.

I've heard a LOT of complaints about "It's too GRAY!" from the E3 footage. Stupid people still exist! The level that was shown was under a looming thunderstorm... it's no wonder everything is drab and gray... because the SKY is drab and gray. This is how lighting affects the environment. Imagine a hot, sweltering day where the sun is beaming down on you hard: everything will be bright, possibly reddish or tan like a desert. That same scorching hot day can drastically change with the weather - thusly completely changing your environment and everything in it via AMBIENT lighting or Indirect lighting.

Examples

In no particular order:

Our first example of lighting is probably the most prominent in the game: Muzzle Flash. This occurs when firing any number of different weapons. This light is Direct with mixtures of soft, harsh, diffusion and color. The color will no doubt be affected by the type of weapon you are firing. Some may be orange-ish, some may be more fluorescent. Take a look at the picture below to see just how this uses direct/indirect lighting to not only change the Helghast in front of your gun, but the environment as well:
muzzleflashsi4.jpg

Aside from the Muzzle Flash - you will notice yet ANOTHER detail associated with firing a weapon: Muzzle Flare! I believe this is a replacement for the typical LENS FLARE effect we see in many games. This is being used instead because... HEY! We don't run around with cameras in our faces when we're in battle (that's just how we roll)... so why should we get lens flare? Take note in the next picture the purple flare effect you see when firing your weapon:
muzzleflareaw8.jpg

Impressed yet? Keep reading.

Next I'd like to show just how advanced and beautiful the Self-Shadowing is being done on players/enemies in Killzone 2. This uses a mixture of direct, soft and diffused lighting to help create shadows that are proper, SOFT (not jagged) and diffused. This is probably the most complex self-shadowing we have seen in a real-time game. Take special note that the characters do NOT use any Bump-Mapping for effect. All detail in clothing/armor are achieved through EXTREMELY high amounts of polygon detail: Note the subtleness of the diffusion being applied to both the lighting and shadows on this Mini-Boss and how it helps make his incredible detail simply "pop"!
selfshadowingms2.jpg

Diffusion is one of the most impressive and realistic effects you can have applied in-game. This emulates exactly how real light would affect an object. Take a look at this example of diffusion: see how the muzzle flash is affecting the shattering box? The closer to the nozzle the wood fragments are - the brighter the light will be. Note how each individual piece of wood also affects the other fragments with indirect lighting - attributing to the stunning detail of proper soft shadowing!
diffusionuc31.jpg

Here's another great example of diffusion being used in conjunction with ambient lighting and proper self and soft shadowing. Take note in Sev's brow, cheek, lips and ridge of his nose. This is how ambient lighting being refracted off of the clouds will affect players/environments in Killzone 2.
ambientts4.jpg

Direct lighting is lighting that is being cast on a player/object in the environment from a specific light source such as a street light, desk lamp, candle, fire, etc. Take a look at this next example of a Helghast trooper underneath a light - note the incredible level of detail in his clothing that begins to "pop" simply from a few wrinkles:
directjv7.jpg

This is probably my favorite example of how detailed and accurate the lighting engine in this game is. Someone (a hater) said in a post that the Helghast's masks aren't actually lit up - that they are simply textures - because such minute details don't need that much attention. Here's proof that this naysayer was DEAD wrong. Note how the goggles on this trooper's mask light up his SLEEVE and the shadowing that is being created on his face-mask and sleeve because of this light. ALSO take note of this incredibly small detail of INDIRECT LIGHTING: take a look at the front of the helmet... notice the ambient lighting coming from the sleeve of the trooper is affecting his helmet? Remember... his goggles are UNDERNEATH the brim of his helmet. Goggles shine on to sleeve - sleeve then reflects diffused lighting onto the helmet... IMPRESSIVE!
helghasteyesoj8.jpg

Explosions: Need I say more? Note how the light coming from the explosion is even affecting the air-duct and pipes underneath running just up and to the left of that poor Helghast who got his ass BLOWN TO SMITHEREENZ!
explosionsn2.jpg

Lightning - Zeus commands it... now the Helghast do, too! Notice how this flash of lightning drastically changes the overall color of the environment. The fluorescent color of the lightning is what attributes to this environmental change. It also affects you (well... you can see your gun) and the Helghast. The color of the lightning is directly attributed to the color of the surrounding clouds - the fluorescence of lightning helps remove the muting typically associated with soft lighting. Fluorescent lighting is often noted as "Harsh" lighting because it is unnatural. Also take note how the lightning makes certain details of the cement curb "pop" like small holes and imperfections.
lightningtf4.jpg

Let's take one last look at all of the lighting elements combined into a single shot. Note the direct, indirect, soft, ambient, harsh, colored and diffused lighting along with proper self, soft, and diffused shadowing.
transportlightningrp4.jpg

The sequence of pictures at the end illustrated the drastic changes in the surface caused by different light sources. Not many games use that quantity of resources to only light and shadow.

Another feature is that lights have regions of illumination. These sources cast partial shadows in a limited field.

We have more than four or five sources of light emitters. There are global sources, partial sources that radiate small fields, flashes, fixed lights that display shadows projected in the floor in combination, and some sources behave like dimmers.

CREDITS TO Ninja-Matic and SantiagoFlores.

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smokeydabear076

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#2 smokeydabear076
Member since 2004 • 22109 Posts
I don't get it.
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naughtydog360

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#3 naughtydog360
Member since 2007 • 805 Posts

I don't get it.smokeydabear076

that was fast.. U read it all ?

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Nugtoka

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#4 Nugtoka
Member since 2003 • 1812 Posts
Not impressed. Its ok but not worth an extra $200 ps3.
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Riverwolf007

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#5 Riverwolf007
Member since 2005 • 26023 Posts
Killzone 2 Hype, A SW tradition since E3 2005.
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oddballrulez

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#6 oddballrulez
Member since 2004 • 1642 Posts

while this is an interesting and insiteful read, i cant help but feel lighting has been done better else where... though killzone 2 does look very impressive :)

p.s. i just realised!! that guy in the first pic!! check out his suit... it looks like theyv stripped that STRAIGHT out of RE4 and dumped it on him lol.

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XaosII

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#7 XaosII
Member since 2003 • 16705 Posts
That doesnt actually explain much about the lighting. I want more technical details. A description of "every other game used "canned" lighting" is not only false, it doesnt actually explain anything.
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inertk

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#8 inertk
Member since 2007 • 3385 Posts

while this is an interesting and insiteful read, i cant help but feel lighting has been done better else where... though killzone 2 does look very impressive :)

p.s. i just realised!! that guy in the first pic!! check out his suit... it looks like theyv stripped that STRAIGHT out of RE4 and dumped it on him lol.

oddballrulez

Who wore a suit like that in RE4? I honestly can't remember. Regardless it's a standard issue ISA suit, it's not changed since the first Killzone in terms of overall design.

Also, there's a similar thead on the 1st page, not only that but this has been in threads a lot already.

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Blitz_Nemesis

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#9 Blitz_Nemesis
Member since 2005 • 8042 Posts
Not impressed. Its ok but not worth an extra $200 ps3.Nugtoka
You would be buying the extra $200 ps3 for just the one game would you?
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RotaryRX7

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#10 RotaryRX7
Member since 2003 • 7184 Posts
That is definitely impressive. Anyone who says otherwise is either a Lemming or lying or obviously both..
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ProductNumber49

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#11 ProductNumber49
Member since 2006 • 3840 Posts

Splinter cell disagrees.IMO

http://media.xbox360.ign.com/media/902/902601/vids_1.html

click the interview.

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naughtydog360

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#12 naughtydog360
Member since 2007 • 805 Posts

while this is an interesting and insiteful read, i cant help but feel lighting has been done better else where... though killzone 2 does look very impressive :)

p.s. i just realised!! that guy in the first pic!! check out his suit... it looks like theyv stripped that STRAIGHT out of RE4 and dumped it on him lol.

oddballrulez

I love the 1st Pic, i feel like if the entire game was like that if would of pwned. I Wana see a Sunny Area in the game ;p

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SergeantSnitch

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#13 SergeantSnitch
Member since 2007 • 3692 Posts
I just read it all and it sounds and looks very impressive. The thing I really like was the Helgasht's eyes were lighting his shirt sleeve which was slightly being reflected and lighting his helmet.
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themagicbum9720

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#14 themagicbum9720
Member since 2007 • 6536 Posts
there aren't any lights in those screenshots. they still too dark.
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Meu2k7

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#15 Meu2k7
Member since 2007 • 11809 Posts

I don't get it.smokeydabear076

Nor me, its just whats available now written in a crazy hype fashion.

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HarlockJC

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#16 HarlockJC
Member since 2006 • 25546 Posts

That is definitely impressive. Anyone who says otherwise is either a Lemming or lying or obviously both..RotaryRX7

Or they did not read it....

Good read and sounds amazing

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naughtydog360

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#17 naughtydog360
Member since 2007 • 805 Posts

I just read it all and it sounds and looks very impressive. The thing I really like was the Helgasht's eyes were lighting his shirt sleeve which was slightly being reflected and lighting his helmet.SergeantSnitch

Yeah ;p it looks amazing :D

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JimmyT2

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#18 JimmyT2
Member since 2007 • 771 Posts
I don't understand why everyone is hyped about Killzone's graphics. They look good but no better then UE3 games and worse then RE4, COD 4, Crysis, Alan Wake and some others. The animation is top notch though.
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furtherfan

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#19 furtherfan
Member since 2007 • 3699 Posts

I don't understand why everyone is hyped about Killzone's graphics. They look good but no better then UE3 games and worse then RE4, COD 4, Crysis, Alan Wake and some others. The animation is top notch though.JimmyT2

worse than RE4?. you lost all credibility

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Korrigan777

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#20 Korrigan777
Member since 2007 • 763 Posts

[QUOTE="JimmyT2"]I don't understand why everyone is hyped about Killzone's graphics. They look good but no better then UE3 games and worse then RE4, COD 4, Crysis, Alan Wake and some others. The animation is top notch though.furtherfan

worse than RE4?. you lost all credibility

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Cedmln

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#21 Cedmln
Member since 2006 • 8802 Posts
Everyone that says its not impressive, please show us a console game that actually has better lighting in everyway...
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Saturos3091

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#22 Saturos3091
Member since 2005 • 14937 Posts
While the lighting looks pretty good (they need to touch it up in some places), that article didn't really explain the "lighting engine" very well. They just focused on the techniques that they used to make the lighting look good, and any dev could use those techniques in their game. As of right now I think it's one of the better "lighting engines" but not the best...
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AKuMA_G0

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#23 AKuMA_G0
Member since 2007 • 172 Posts

[QUOTE="smokeydabear076"]I don't get it.Meu2k7

Nor me, its just whats available now written in a crazy hype fashion.

maybe this game is too much advanced for you..

believe the hype

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h575309

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#24 h575309
Member since 2005 • 8551 Posts
i think everyone who does not own a ps3 is a little frightened of this game... theres no possible way you cant say this has the potential to look great... i really think it scares alot of non-ps3 owners b/c theres no reason for this anti-killzone backlash when its pretty clear the game looks amazing... its ridiculous to even argue with them when its not even debatable that anything else out right now doesnt touch this game....RE5 and crysis look to be amazing but i dont think they are on par with this game....and as for UT3...nope
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JimmyT2

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#25 JimmyT2
Member since 2007 • 771 Posts

[QUOTE="JimmyT2"]I don't understand why everyone is hyped about Killzone's graphics. They look good but no better then UE3 games and worse then RE4, COD 4, Crysis, Alan Wake and some others. The animation is top notch though.furtherfan

worse than RE4?. you lost all credibility

I meant RE5 :)

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furtherfan

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#26 furtherfan
Member since 2007 • 3699 Posts
[QUOTE="furtherfan"]

[QUOTE="JimmyT2"]I don't understand why everyone is hyped about Killzone's graphics. They look good but no better then UE3 games and worse then RE4, COD 4, Crysis, Alan Wake and some others. The animation is top notch though.JimmyT2

worse than RE4?. you lost all credibility

I meant RE5 :)

ah... okay. but seriously, NONE of these games have the dramatic lighting KZ2 has.. maybe Alan Wake, because we know nothing about that game except for some pc footage we've seen..

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Rhys555

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#27 Rhys555
Member since 2005 • 2156 Posts
Its hard to express how good this game looks. Better than gears anyway.
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Vax45

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#28 Vax45
Member since 2005 • 4834 Posts

The lighting is impressive, the motion blur is even more impressive to me.

I always thought the UE3 could easily pull this stuff off though. Eh, SK is suing Epic, so maybe not.

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zero_snake99

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#29 zero_snake99
Member since 2004 • 3478 Posts
This is by far the MOST advanced lighting engine I have seen. And I have been studying/programming for HDR and IBL (high dynamics range and image based lighting, respectively) since Farcry first displayed their usage of HDR lighting effects. The fact that diffusion and reflection is used in the lighting engine is just simply amazing. Many may think "Wow..that's really not impressive" but the amount of coding needed to complete such a task is unimaginable to the average gamer. Only until you have tried coding even a simple OpenGL (or any other 3d rendered game) with your own lighting engine, do you realise how difficult it actually is. Well of course, I made a "game" (more like an environment) by myself, and Guerrilla has over 250+ staff members, but none the less it is amazing to see such a programming breakthrough.
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#30 caseypayne69
Member since 2002 • 5396 Posts

I don't understand why everyone is hyped about Killzone's graphics. They look good but no better then UE3 games and worse then RE4, COD 4, Crysis, Alan Wake and some others. The animation is top notch though.JimmyT2

Animations are considered a graphics category. So people can say Awesome graphics. The lighting engine is steller too, I can't wait to see another company adopt this engine they are using in Killzone 2 and upgrading it for games 2 3 4 5 years from now. I personally love the textures and such and would be happy if it shipped as is.

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#31 RevenMan
Member since 2005 • 462 Posts

This is by far the MOST advanced lighting engine I have seen. And I have been studying/programming for HDR and IBL (high dynamics range and image based lighting, respectively) since Farcry first displayed their usage of HDR lighting effects. The fact that diffusion and reflection is used in the lighting engine is just simply amazing. Many may think "Wow..that's really not impressive" but the amount of coding needed to complete such a task is unimaginable to the average gamer. Only until you have tried coding even a simple OpenGL (or any other 3d rendered game) with your own lighting engine, do you realise how difficult it actually is. Well of course, I made a "game" (more like an environment) by myself, and Guerrilla has over 250+ staff members, but none the less it is amazing to see such a programming breakthrough.
zero_snake99

Who cares how difficult it is the thing it matters is how it ends up looking. This game's graphics are good but i don't think the lighting is as great as everyone makes it out to be. Anyways overall i think mgs4 owns theese graphics.

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zero_snake99

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#32 zero_snake99
Member since 2004 • 3478 Posts

[QUOTE="zero_snake99"]This is by far the MOST advanced lighting engine I have seen. And I have been studying/programming for HDR and IBL (high dynamics range and image based lighting, respectively) since Farcry first displayed their usage of HDR lighting effects. The fact that diffusion and reflection is used in the lighting engine is just simply amazing. Many may think "Wow..that's really not impressive" but the amount of coding needed to complete such a task is unimaginable to the average gamer. Only until you have tried coding even a simple OpenGL (or any other 3d rendered game) with your own lighting engine, do you realise how difficult it actually is. Well of course, I made a "game" (more like an environment) by myself, and Guerrilla has over 250+ staff members, but none the less it is amazing to see such a programming breakthrough.
RevenMan

Who cares how difficult it is the thing it matters is how it ends up looking. This game's graphics are good but i don't think the lighting is as great as everyone makes it out to be. Anyways overall i think mgs4 owns theese graphics.



Question. What game out there (Even in developement) do you see having better/more realistic lighting?
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smagics

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#33 smagics
Member since 2005 • 25 Posts

[QUOTE="zero_snake99"]This is by far the MOST advanced lighting engine I have seen. And I have been studying/programming for HDR and IBL (high dynamics range and image based lighting, respectively) since Farcry first displayed their usage of HDR lighting effects. The fact that diffusion and reflection is used in the lighting engine is just simply amazing. Many may think "Wow..that's really not impressive" but the amount of coding needed to complete such a task is unimaginable to the average gamer. Only until you have tried coding even a simple OpenGL (or any other 3d rendered game) with your own lighting engine, do you realise how difficult it actually is. Well of course, I made a "game" (more like an environment) by myself, and Guerrilla has over 250+ staff members, but none the less it is amazing to see such a programming breakthrough.
RevenMan

Who cares how difficult it is the thing it matters is how it ends up looking. This game's graphics are good but i don't think the lighting is as great as everyone makes it out to be. Anyways overall i think mgs4 owns theese graphics.

MSG4 has some Amazing Graphics, but in the end, i think Killzone 2 will end up being up have the best Graphic in consoles

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tramp

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#34 tramp
Member since 2003 • 2110 Posts

This is by far the MOST advanced lighting engine I have seen. And I have been studying/programming for HDR and IBL (high dynamics range and image based lighting, respectively) since Farcry first displayed their usage of HDR lighting effects. The fact that diffusion and reflection is used in the lighting engine is just simply amazing. Many may think "Wow..that's really not impressive" but the amount of coding needed to complete such a task is unimaginable to the average gamer. Only until you have tried coding even a simple OpenGL (or any other 3d rendered game) with your own lighting engine, do you realise how difficult it actually is. Well of course, I made a "game" (more like an environment) by myself, and Guerrilla has over 250+ staff members, but none the less it is amazing to see such a programming breakthrough.
zero_snake99

You seem knowledgeable. How do you think it compares with Crysis (better,on par, worse - technically)?

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Michael85

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#35 Michael85
Member since 2005 • 3971 Posts
Killzone developers spent the last two years just to get to alpha stage because all they were doing was making a lighting engine.
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palaric8

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#36 palaric8
Member since 2006 • 2246 Posts

good read

Helghast look so real,is scary

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mikasa

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#37 mikasa
Member since 2003 • 4060 Posts
I didn't read the entire wall of text, but the lighting in KZ2 is awesome. it's so good it actually makes most people not even notice the flat textures and washed out color palette. Without this awesome lighting KZ2 would have flopped hard at E3, but with it and it was one of the better looking games. So for lighting to make up for a bunch of bad stuff...it must be some pretty good lighting effects.
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EPaul

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#38 EPaul
Member since 2006 • 9917 Posts
I didnt read all of the TC post but the pics conveyed what he is saying.And i agree with him.The lighting is amazing
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Squall_Griver

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#39 Squall_Griver
Member since 2006 • 3607 Posts
About time some on realizes
But i think gamecreed stole that from "Ninja-Matic"
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Vis-a-Vis

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#40 Vis-a-Vis
Member since 2006 • 1977 Posts

Looks good.

I was impressed by the Helgasts or whatever the enemies are called helmet reflecting light of the arm, cool...everything else seemed kinda..standard, it may have been difficult to do those effectsbut, I don't really see it being -That- much greater than anything i've seen before...

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Vax45

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#41 Vax45
Member since 2005 • 4834 Posts
[QUOTE="RevenMan"]

[QUOTE="zero_snake99"]This is by far the MOST advanced lighting engine I have seen. And I have been studying/programming for HDR and IBL (high dynamics range and image based lighting, respectively) since Farcry first displayed their usage of HDR lighting effects. The fact that diffusion and reflection is used in the lighting engine is just simply amazing. Many may think "Wow..that's really not impressive" but the amount of coding needed to complete such a task is unimaginable to the average gamer. Only until you have tried coding even a simple OpenGL (or any other 3d rendered game) with your own lighting engine, do you realise how difficult it actually is. Well of course, I made a "game" (more like an environment) by myself, and Guerrilla has over 250+ staff members, but none the less it is amazing to see such a programming breakthrough.
smagics

Who cares how difficult it is the thing it matters is how it ends up looking. This game's graphics are good but i don't think the lighting is as great as everyone makes it out to be. Anyways overall i think mgs4 owns theese graphics.

MSG4 has some Amazing Graphics, but in the end, i think Killzone 2 will end up being up have the best Graphic in consoles

The KZ2 engine was built around lighting. It's downfall is that it can't handle as many polygons or advanced texturing (like bump and normal mapping) as well as other engines. Look at GeoW, they turned bump mapping up to the extreme (errr... or is it normal mapping?). KZ2 will undoubtly look great, but it's not going to be the best out of all of them.

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Mordred19

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#42 Mordred19
Member since 2007 • 8259 Posts

[QUOTE="smokeydabear076"]I don't get it.Meu2k7

Nor me, its just whats available now written in a crazy hype fashion.

it was not written in crazy hype fashion. give credit where credit is due

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Mordred19

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#43 Mordred19
Member since 2007 • 8259 Posts

The KZ2 engine was built around lighting. It's downfall is that it can't handle as many polygons or advanced texturing (like bump and normal mapping) as well as other engines. Look at GeoW, they turned bump mapping up to the extreme (errr... or is it normal mapping?). KZ2 will undoubtly look great, but it's not going to be the best out of all of them.

actually, KZ2 is relying on polygons and lighting for its visuals. it has more polys on characters than Gears. and so what if the textures arent' as good? they are focusing on strengthening the other areas. it could have Gears level textures if they didn't have such lighting. similarly, Gears could have that lighting if they didn't have the textures.

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Vax45

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#44 Vax45
Member since 2005 • 4834 Posts

actually, KZ2 is relying on polygons and lighting for its visuals. it has more polys on characters than Gears.

Mordred19

oRLY?? I don't know about that but I'll take your word for it.

and so what if the textures arent' as good? they are focusing on strengthening the other areas. it could have Gears level textures if they didn't have such lighting. similarly, Gears could have that lighting if they didn't have the textures.

Mordred19

That's exactly what I was trying to say. They all have their advantages and their disadvantages.

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Mordred19

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#45 Mordred19
Member since 2007 • 8259 Posts

[QUOTE="Mordred19"]

actually, KZ2 is relying on polygons and lighting for its visuals. it has more polys on characters than Gears.

Vax45

oRLY?? I don't know about that but I'll take your word for it.

and so what if the textures arent' as good? they are focusing on strengthening the other areas. it could have Gears level textures if they didn't have such lighting. similarly, Gears could have that lighting if they didn't have the textures.

Mordred19

That's exactly what I was trying to say. They all have their advantages and their disadvantages.

oh, well, you had sounded like you were giving all the credit to Gears, sorry. BTW, KZ2 is using 2x anit-aliasing which smoothes out the jaggies. honestly, it looks more like 4x AA it's so good.

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Vax45

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#46 Vax45
Member since 2005 • 4834 Posts

BTW, KZ2 is using 2x anit-aliasing which smoothes out the jaggies. honestly, it looks more like 4x AA it's so good.

Mordred19

Hm, yeah, anti-aliasing sounds right since intense light will require tons of normal calculations in order for the lighting to look correct. Smudging the polygons to make them look smoother sounds right.

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useLOGIC

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#47 useLOGIC
Member since 2006 • 2802 Posts
I at least like how they pointed out that the reason that everything is so drab and gray is because of the thunderstorm going on. if it was sunny, etc, things would look different. nice., i cant wait to see a level with an orange sunset.
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milsvaard

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#48 milsvaard
Member since 2003 • 1928 Posts

Not impressed. Its ok but not worth an extra $200 ps3.Nugtoka

Watch the extended version of the trailer, it's impressive, even looks better than the CGI. If you're truly not impressed by this game, you are most definitely a fanboy.

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Sully28

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#49 Sully28
Member since 2003 • 5097 Posts
[QUOTE="Vax45"]

[QUOTE="Mordred19"]

actually, KZ2 is relying on polygons and lighting for its visuals. it has more polys on characters than Gears.

Mordred19

oRLY?? I don't know about that but I'll take your word for it.

and so what if the textures arent' as good? they are focusing on strengthening the other areas. it could have Gears level textures if they didn't have such lighting. similarly, Gears could have that lighting if they didn't have the textures.

Mordred19

That's exactly what I was trying to say. They all have their advantages and their disadvantages.

oh, well, you had sounded like you were giving all the credit to Gears, sorry. BTW, KZ2 is using 2x anit-aliasing which smoothes out the jaggies. honestly, it looks more like 4x AA it's so good.

It is using 4x AA. In one of the previews released maybe 2 days after E3 they said it uses 4x

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zero_snake99

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#50 zero_snake99
Member since 2004 • 3478 Posts

[QUOTE="zero_snake99"]This is by far the MOST advanced lighting engine I have seen. And I have been studying/programming for HDR and IBL (high dynamics range and image based lighting, respectively) since Farcry first displayed their usage of HDR lighting effects. The fact that diffusion and reflection is used in the lighting engine is just simply amazing. Many may think "Wow..that's really not impressive" but the amount of coding needed to complete such a task is unimaginable to the average gamer. Only until you have tried coding even a simple OpenGL (or any other 3d rendered game) with your own lighting engine, do you realise how difficult it actually is. Well of course, I made a "game" (more like an environment) by myself, and Guerrilla has over 250+ staff members, but none the less it is amazing to see such a programming breakthrough.
tramp

You seem knowledgeable. How do you think it compares with Crysis (better,on par, worse - technically)?

I think they both have very well suited engines for their respective environment types. Of course Crysis has been using a more common type of lighting while Killzone 2 has created their own. But I personally think both games are eye candy and are pretty up to par. If comparing Killzone 2 to other CONSOLE games though, I'd have to say Killzone 2 may be in the lead with a little more work.