The power shows in the polygons

  • 79 results
  • 1
  • 2

This topic is locked from further discussion.

Avatar image for MK-Professor
MK-Professor

4218

Forum Posts

0

Wiki Points

0

Followers

Reviews: 2

User Lists: 0

#51 MK-Professor
Member since 2009 • 4218 Posts

[QUOTE="Tighaman"]

Ryse main character= 150,000 

Killzone sf npcs = 40,000

Thats 3x more  and that's the best exclusive you all have at launch lol

tormentos

 

No wonder everything looks foggy and the environment look like sh**,they spend all the system power on the character..:lol:

150k triangles is when the character is near to you, 10 meters way it might drop to 10k triangles.

Avatar image for clyde46
clyde46

49061

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

#52 clyde46
Member since 2005 • 49061 Posts

[QUOTE="clyde46"][QUOTE="nameless12345"]

I think it's funny that Toy Story still has greater poly-counts than any game. (to be more accurate - it used curved surfaces aka NURBS)

Untill game models don't hit the magic 1 million poly mark, we can forget about CGI-level graphics in games.

It's also funny to think that Rogue Leader on GameCube pushed more polys than some current-gen games did.

I do wonder why game devs never gave NURBS a shot tho:

There were talks about next-gen Xbox and Nintendo using NURBS before this generation (PlayStation was supposed to use raw poly-counts) but talks died down soon.

nameless12345

Toy Story is pre-rendered nubnuts.

 

So what's preventing "cutting-edge" PCs from displaying graphics as good as Toy Story in real-time? ;)

No piece of tech on the consumer market could run Toy Story level graphics in real time.
Avatar image for deactivated-58e448fd89d82
deactivated-58e448fd89d82

4494

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

#53 deactivated-58e448fd89d82
Member since 2010 • 4494 Posts
[QUOTE="nameless12345"]

[QUOTE="clyde46"] Toy Story is pre-rendered nubnuts. clyde46

 

So what's preventing "cutting-edge" PCs from displaying graphics as good as Toy Story in real-time? ;)

No piece of tech on the consumer market could run Toy Story level graphics in real time.

Correct. It takes this to render Toy Story... Creation[edit source | editbeta] When George Lucas recruited people from NYIT in 1979 to start the Computer Division, the group was set to develop digital optical printing, digital audio, digital non-linear editing and computer graphics.[1] Where computer graphics were concerned, the quality was just not good enough due to technological limitations at the time. The team then decided to solve the problem by starting a hardware project, building what they would call the Pixar Image Computer, a machine with more computational power that was able to produce images with higher resolution.[2] Availability[edit source | editbeta] About three months after the acquisition by Steve Jobs, the computer became commercially available for the first time, and was aimed at commercial and scientific high-end visualization markets, such as medicine, geophysics and meteorology.[3] The machine sold for $135,000, but also required a $35,000 workstation from Sun Microsystems or Silicon Graphics. The original machine was well ahead of its time and generated a lot of single sales, for labs and research.[4] However, the system did not sell in quantity. In 1987, Pixar redesigned the machine to create the P-II second generation machine, which sold for $30,000. In an attempt to gain a foothold in the medical market, Pixar donated ten machines to leading hospitals and sent marketing people to doctors' conventions. However, this had little effect on sales, despite the machine's ability to render CAT scan data in 3D to show perfect images of the human body. Pixar did get a contract with the manufacturer of CAT Scanners, which sold 30 machines. By 1988 Pixar had only sold 120 Pixar Image Computers.[4] In 1988, Pixar began the development of the PII-9, a nine slot version of the low cost P-II. This machine was coupled with the world's first RAID[citation needed], a high performance bus, a hardware image decompression card, 4 processors (called Chaps or channel processors), very large memory cards (VME sized card full of memory), high resolutions video cards with 10-bit DACs which were programmable for a variety of frame rates and resolutions, and finally an overlay board which ran NeWS, and the 9 slot chassis. A full-up system was quite expensive, as the 3 GiB RAID was $300,000 alone. At this time in history most file systems could only address 2 GiB of disk. This system was aimed at high-end government imaging applications which were done by dedicated systems produced by the aerospace industry which cost a million dollars a seat. The PII-9 and the associated software became the prototype of the next generation of commercial "low cost" workstations. Demise and legacy[edit source | editbeta] In 1990, the Pixar was defining the state-of-the-art in commercial image processing, however the government decided that the per-seat cost was still too high for mass deployment, and to wait for the next generation systems to achieve cost reductions. This decision was the catalyst for Pixar to lay off its hardware engineers and sell the imaging business. There were no high volume buyers in any industry. Fewer than 300 Pixar Image Computers were ever sold. The Pixar Image computer business was sold to Vicom Systems in 1990 for $2,000,000. Vicom Systems filed for Chapter 11 within a year. Many of the lessons learned from the Pixar Image Computer made it into the Low Cost Workstation (LCWS) and Commercial Analyst Workstation (CAWS) program guidelines in the early and mid 1990s. The government mass deployment that drove the PII-9 development occurred in the late 1990s, in a program called Integrated Exploitation Capability (IEC). Design[edit source | editbeta] The P-II could have two Channel Processors, or Chaps. Each Chap is a 4-way parallel (RGBA) image computer.[5] The chassis could hold 4 cards. Another model, the PII-9, could hold 9 cards (4 Chaps, 2 video processors, 2 Off Screen Memory (OSM) cards, and an Overlay Board for NeWS, the PostScript-based windowing system. The extensions added were to control the image pipeline for roaming, image comparison, and stereo image viewing. The PII-9 was the imaging engine for a UNIX host. This was a SIMD architecture, which was good for imagery and video applications. It processed four image channels in parallel, one for red, one for green, one for blue, and one for the alpha channel (whose inventors have connections to Pixar[6]). It processed imagery in 12 bits per color channel (or 48 bits per pixel). The 12-bit data represented an unusual (for today) fixed-point format that ranged from -1.5 to 2.5 using 2 bits for the integer portion, the range from 0 to 1 had 10 bit accuracy. The system could communicate image data externally over an 80M per second "Yapbus" or a 2M per second multibus to other hosts, data sources or disks and had a performance measured equivalent to 200 VUPS, or 200 times the speed of a VAX 11/780.[7] Use[edit source | editbeta] Walt Disney Feature Animation, whose parent company The Walt Disney Company later purchased Pixar in 2006, used dozens of the Pixar Image Computers for CAPS and was using them in production up through Pocahontas in 1995.
Avatar image for tormentos
tormentos

33793

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#54 tormentos
Member since 2003 • 33793 Posts

But GPUking said KZ had more....clyde46

 

 

Killzone is open world now, and doing much more things than Ryse at once,the characters may look good,but the game it self is not that impressive,crappy textures to much fog,bland environments,but is understandable the xbox one doesn't have a Titan GPU so if you spend allot of resources on one thing others will suffer.

I am sure that a Quantic Dream game would look much more superior to this games,i call them out because they make games with lost of facial expressions and stuff like that,on this gen no characters beat Quantic Dream ones when it comes to in game looks.

Avatar image for freedomfreak
freedomfreak

52551

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#55 freedomfreak
Member since 2004 • 52551 Posts

[QUOTE="clyde46"] But GPUking said KZ had more....tormentos

 

 

Killzone is open world now, and doing much more things than Ryse at once,the characters may look good,but the game it self is not that impressive,crappy textures to much fog,bland environments,but is understandable the xbox one doesn't have a Titan GPU so if you spend allot of resources on one thing others will suffer.

I am sure that a Quantic Dream game would look much more superior to this games,i call them out because they make games with lost of facial expressions and stuff like that,on this gen no characters beat Quantic Dream ones when it comes to in game looks.

Is it true that you're always drunk when you're posting?
Avatar image for tormentos
tormentos

33793

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#56 tormentos
Member since 2003 • 33793 Posts

 

 

150k triangles is when the character is near to you, 10 meters way it might drop to 10k triangles.

MK-Professor

 

 

But the game is close combat which mean most of the time the characters will be close,i know already that far away object will hardly get the same count it already happen on Crysis to.

Avatar image for clyde46
clyde46

49061

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

#57 clyde46
Member since 2005 • 49061 Posts

[QUOTE="clyde46"] But GPUking said KZ had more....tormentos

 

 

Killzone is open world now, and doing much more things than Ryse at once,the characters may look good,but the game it self is not that impressive,crappy textures to much fog,bland environments,but is understandable the xbox one doesn't have a Titan GPU so if you spend allot of resources on one thing others will suffer.

I am sure that a Quantic Dream game would look much more superior to this games,i call them out because they make games with lost of facial expressions and stuff like that,on this gen no characters beat Quantic Dream ones when it comes to in game looks.

KZ? Open world? Hahahahahahahahahahahahahahahahahahaha
Avatar image for tormentos
tormentos

33793

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#58 tormentos
Member since 2003 • 33793 Posts

Is it true that you're always drunk when you're posting?freedomfreak

 

No that is Tessellation which is always calling people,buthurt virgin basement dwellers..:lol:

Avatar image for freedomfreak
freedomfreak

52551

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#59 freedomfreak
Member since 2004 • 52551 Posts

[QUOTE="freedomfreak"] Is it true that you're always drunk when you're posting?tormentos

 

No that is Tessellation which is always calling people,buthurt virgin basement dwellers..:lol:

Ah, I see. Thanks for clearing that up.
Avatar image for tormentos
tormentos

33793

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#60 tormentos
Member since 2003 • 33793 Posts

KZ? Open world? Hahahahahahahahahahahahahahahahahahahaclyde46

 

The choice is yours

Most shooters take you on a linear path, pitting you against enemies as you turn down a corridor and blast your way straight forward. In the PS4 exclusive Killzone: Shadowfall, the developers are striving to give players multiple gameplay options by dropping them in open missions. For the majority of the levels in Shadowfall, players will enter an environment and then theyll need to survey the optional objectives and determine which ones theyll complete first.

In our E3 demo, we were dropped into a forested area at the base of a cliff. On top of the cliff was a Helghast anti-air gun emplacement, in the canyon below was a crashed ally ship, near that was an armory, and further down the valley was an enemy communications relay. Taking over one objective can help conquer the others. For instance, if you shut down the communications relay, the Helghast cant call in reinforcements. So, youll have to figure out the best way to go about completing the mission.

 

http://www.gamesradar.com/killzone-shadowfall-gives-you-open-world-choices/

 

Now before you say sh** Crysis has many corridor moments as well,so does Halo and many other shooters than are tag as more open than Killzone.

You would have know this if you would not be such a anti PS4 troll and Killzone hater..:lol:

Avatar image for StrongBlackVine
StrongBlackVine

13262

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#61 StrongBlackVine
Member since 2012 • 13262 Posts

Ryse main character= 150,000

Killzone sf npcs = 40,000

Thats 3x more and that's the best exclusive you all have at launch lol

Tighaman

The public library open on Sundays. Damn.

Avatar image for clyde46
clyde46

49061

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

#62 clyde46
Member since 2005 • 49061 Posts

[QUOTE="clyde46"]KZ? Open world? Hahahahahahahahahahahahahahahahahahahatormentos

 

The choice is yours

Most shooters take you on a linear path, pitting you against enemies as you turn down a corridor and blast your way straight forward. In the PS4 exclusive Killzone: Shadowfall, the developers are striving to give players multiple gameplay options by dropping them in open missions. For the majority of the levels in Shadowfall, players will enter an environment and then theyll need to survey the optional objectives and determine which ones theyll complete first.

In our E3 demo, we were dropped into a forested area at the base of a cliff. On top of the cliff was a Helghast anti-air gun emplacement, in the canyon below was a crashed ally ship, near that was an armory, and further down the valley was an enemy communications relay. Taking over one objective can help conquer the others. For instance, if you shut down the communications relay, the Helghast cant call in reinforcements. So, youll have to figure out the best way to go about completing the mission.

 

http://www.gamesradar.com/killzone-shadowfall-gives-you-open-world-choices/

 

Now before you say sh** Crysis has many corridor moments as well,so does Halo and many other shooters than are tag as more open than Killzone.

You would have know this if you would not be such a anti PS4 troll and Killzone hater..:lol:

Basically, you are given a limited choice on how to approach things. SO NEXT GEN!
Avatar image for tormentos
tormentos

33793

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#63 tormentos
Member since 2003 • 33793 Posts

Basically, you are given a limited choice on how to approach things. SO NEXT GEN!clyde46

 

No...hahahaha

 

Open world baby...Deal with it.

Avatar image for soulitane
soulitane

15091

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

#64 soulitane
Member since 2010 • 15091 Posts

[QUOTE="clyde46"] Basically, you are given a limited choice on how to approach things. SO NEXT GEN!tormentos

 

No...hahahaha

 

Open world baby...Deal with it.

I'm failing to see how it's open world? It's got bigger levels, so it's not a "corridor shooter", not really open world.
Avatar image for gpuking
gpuking

3914

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#65 gpuking
Member since 2004 • 3914 Posts
Main character with Armour, shield and sword vs a npc character without any equipments, yep that's fair. But if we're in a polygon count pis$ing test then Lair's main dragon is 150k. OMG Lair is nextgen graphics level!! /s You can have tons more polygons but when you're other effects, shaders, particles, lighting and environment details or scale are lacking then it makes the former totally redundant.
Avatar image for -Unreal-
-Unreal-

24650

Forum Posts

0

Wiki Points

0

Followers

Reviews: 7

User Lists: 1

#66 -Unreal-
Member since 2004 • 24650 Posts

Actually the power shows in the technical specifications of the hardware.

Avatar image for gpuking
gpuking

3914

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#67 gpuking
Member since 2004 • 3914 Posts

Actually the power shows in the technical specifications of the hardware.

-Unreal-
Indeed, it's only a mathematical certainty.
Avatar image for MonsieurX
MonsieurX

39858

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#68 MonsieurX
Member since 2008 • 39858 Posts

And even with all that graphical work, KZ: SF will outsell RYSE by at least 4x. Crytek is probably crying that it signed a deal with Microsoft. :cry:

Sonysexual1
B-b-b-b-ut the sales!!!
Avatar image for Sonysexual1
Sonysexual1

811

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#69 Sonysexual1
Member since 2013 • 811 Posts

[QUOTE="Sonysexual1"]

And even with all that graphical work, KZ: SF will outsell RYSE by at least 4x. Crytek is probably crying that it signed a deal with Microsoft. :cry:

MonsieurX

B-b-b-b-ut the sales!!!

Indeed. Why don't lems buy their own games? :(

Avatar image for Tighaman
Tighaman

1038

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#70 Tighaman
Member since 2006 • 1038 Posts

[QUOTE="clyde46"]KZ? Open world? Hahahahahahahahahahahahahahahahahahahatormentos

 

The choice is yours

Most shooters take you on a linear path, pitting you against enemies as you turn down a corridor and blast your way straight forward. In the PS4 exclusive Killzone: Shadowfall, the developers are striving to give players multiple gameplay options by dropping them in open missions. For the majority of the levels in Shadowfall, players will enter an environment and then theyll need to survey the optional objectives and determine which ones theyll complete first.

In our E3 demo, we were dropped into a forested area at the base of a cliff. On top of the cliff was a Helghast anti-air gun emplacement, in the canyon below was a crashed ally ship, near that was an armory, and further down the valley was an enemy communications relay. Taking over one objective can help conquer the others. For instance, if you shut down the communications relay, the Helghast cant call in reinforcements. So, youll have to figure out the best way to go about completing the mission.

 

http://www.gamesradar.com/killzone-shadowfall-gives-you-open-world-choices/

 

Now before you say sh** Crysis has many corridor moments as well,so does Halo and many other shooters than are tag as more open than Killzone.

You would have know this if you would not be such a anti PS4 troll and Killzone hater..:lol:

I seen the video it was still linear just because you can chose line to go across instead of walking and on ryse you can go anywhere on the battle field and fight any enemy 

Avatar image for faizan_faizan
faizan_faizan

7869

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#71 faizan_faizan
Member since 2009 • 7869 Posts

[QUOTE="clyde46"][QUOTE="nameless12345"]

I think it's funny that Toy Story still has greater poly-counts than any game. (to be more accurate - it used curved surfaces aka NURBS)

Untill game models don't hit the magic 1 million poly mark, we can forget about CGI-level graphics in games.

It's also funny to think that Rogue Leader on GameCube pushed more polys than some current-gen games did.

I do wonder why game devs never gave NURBS a shot tho:

There were talks about next-gen Xbox and Nintendo using NURBS before this generation (PlayStation was supposed to use raw poly-counts) but talks died down soon.

nameless12345

Toy Story is pre-rendered nubnuts.

 

So what's preventing "cutting-edge" PCs from displaying graphics as good as Toy Story in real-time? ;)

Because the hardware isn't capable enough to produce graphics as good as a CG (at this point, I realized you were not serious, however, I'll still post this) yet.
Avatar image for faizan_faizan
faizan_faizan

7869

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#72 faizan_faizan
Member since 2009 • 7869 Posts
[QUOTE="gpuking"]Main character with Armour, shield and sword vs a npc character without any equipments, yep that's fair. But if we're in a polygon count pis$ing test then Lair's main dragon is 150k. OMG Lair is nextgen graphics level!! /s You can have tons more polygons but when you're other effects, shaders, particles, lighting and environment details or scale are lacking then it makes the former totally redundant.

You just implied that Crysis 3 looks better than KZSF.
Avatar image for Tessellation
Tessellation

9297

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#73 Tessellation
Member since 2009 • 9297 Posts
lol at the comment of killzone being open world :lol: poor old fart :cool:
Avatar image for Tessellation
Tessellation

9297

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#74 Tessellation
Member since 2009 • 9297 Posts

[QUOTE="freedomfreak"] Is it true that you're always drunk when you're posting?tormentos

 

No that is Tessellation which is always calling people,buthurt virgin basement dwellers..:lol:

damn the old fart jimmies have been rustled once again,i love getting under your skin :cool:

Avatar image for kalipekona
kalipekona

2492

Forum Posts

0

Wiki Points

0

Followers

Reviews: 2

User Lists: 0

#75 kalipekona
Member since 2003 • 2492 Posts

Main character with Armour, shield and sword vs a npc character without any equipments, yep that's fair. But if we're in a polygon count pis$ing test then Lair's main dragon is 150k. OMG Lair is nextgen graphics level!! /s You can have tons more polygons but when you're other effects, shaders, particles, lighting and environment details or scale are lacking then it makes the former totally redundant. gpuking

Haha you're the one that was recently starting a polygon count pissing contest. In your threads you were trying to make it sound like Killzone Shadow Fall was graphically superior to Crysis 3 based solely on the character polygon counts of each game. Now here you are trying to remind people that there are other graphics elements that need to be considered... wow, hypocrisy and double standards.

All these other elements you list --"effects, shaders, particles, lighting and environment details or scale"-- are what makes Crysis 3 superior to KZSF. But at that time you wanted to pretend that all that mattered were poly counts for characters. Now that Ryse has factually higher character polygon counts, you suddenly want to consider other aspects of the graphical makeup.

 

Avatar image for delta3074
delta3074

20003

Forum Posts

0

Wiki Points

0

Followers

Reviews: 2

User Lists: 0

#76 delta3074
Member since 2007 • 20003 Posts
Not really, the 360 could render nearly twice as many triangles per second as the Ps3 yet they still ended up being roughly equal ion the visuals with the Ps3 pushing a slight edge
Avatar image for pelvist
pelvist

9001

Forum Posts

0

Wiki Points

0

Followers

Reviews: 23

User Lists: 0

#77 pelvist
Member since 2010 • 9001 Posts

Ryse main character= 150,000 

Killzone sf npcs = 40,000

Thats 3x more  and that's the best exclusive you all have at launch lol

Tighaman

 

Cool. 

 

One Fighter on Star Citizen = 300.000 polys.

One Carrier in Star Citizen = Up to 7 Million polys.

Avatar image for Tighaman
Tighaman

1038

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#78 Tighaman
Member since 2006 • 1038 Posts

[QUOTE="Tighaman"]

Ryse main character= 150,000 

Killzone sf npcs = 40,000

Thats 3x more  and that's the best exclusive you all have at launch lol

pelvist

 

Cool. 

 

One Fighter on Star Citizen = 300.000 polys.

One Carrier in Star Citizen = Up to 7 Million polys.

are you really comparing aircraft and ships to people in poly count? Gt5 premium cars had 500,000 whats your point.
Avatar image for pelvist
pelvist

9001

Forum Posts

0

Wiki Points

0

Followers

Reviews: 23

User Lists: 0

#79 pelvist
Member since 2010 • 9001 Posts

[QUOTE="pelvist"]

[QUOTE="Tighaman"]

Ryse main character= 150,000 

Killzone sf npcs = 40,000

Thats 3x more  and that's the best exclusive you all have at launch lol

Tighaman

 

Cool. 

 

One Fighter on Star Citizen = 300.000 polys.

One Carrier in Star Citizen = Up to 7 Million polys.

are you really comparing aircraft and ships to people in poly count? Gt5 premium cars had 500,000 whats your point.

 

The ships are pretty much the characters in the game, and those polycounts arent counting the pilots and attachments that go with them. Carrier ships are up to 7 million polys and can fit fighters aswell as dozens of humanoid character models inside them for any single player, so whats your point?