[QUOTE="TheMISCMan48"]
[QUOTE="LucidJubilation"]
what was the point of this...he's played Geow3. he has a ps3 sig even...why are you acting like he can't have his own opinion?besides, its already been proven you don't know what the hell you're talking about lol.
LucidJubilation
It wasnt the TC but other Lemmings that brought UC2, GoW 3, and Killzone into this, not me. They brought it on themselves. Read the entire thread and see for yourself if you care that much.And lol I didnt even have to say anything, the screenshots speak for themselves ;) Not exactly sure how you can "prove" screenshots wrong :?
i was talking about how Bus-a-Bus schooled u like a child about polys. maybe u should read the whole thread like i did...because i still havent seen u respond to the ownage you were handed.
I didnt have the time nor the care to get into a technical debate. Lol, I know everything there is to know about all 3 games and their engines technically (without actually being a programmer for them myself).
*sigh* The whole idea behind Killzone's engine (and U2 and GOW3) is to move all tasks normally performed by the graphics card over to the Cell proccessor's SPUs, such as drawing polygons.
Killzone, for instance has all of its polygons drawn by the spu's of the Cell, as well as texture streaming, while the deffered rendering and most post processing effects are done entirely on the RSX. Killzone 2 streamed all of the data for an entire level at once. See, I can throw around words like "deffered rendering" to make it look like I "owned" you too ;) (and I am positive I know more about them than you). As far as the texture resolution, that has to do with the texture streaming system and its optimization.
Killzone 2's texture streaming system worked by streaming the assets of the game (models, textures, sounds, animations, etc) all at once. This ended up with levels of KZ2 having loading points midway though the level that acted like "when you get into this hallway, load the next third of the level".
Killzone 3's streaming system, however is different. They have drastically decreased latency by splitting everything up individually. Sounds, animations, textures, etc. will be loaded whenever the spu's get free time. Like, for instance, there is nothing going on and there is no sound being made, the spu's will take that opportunity to start streaming the sound, or textures whenever its relevant etc instead of just loading one chunk of a level at a time. Spreading this work across all of the SPUs at once reduces latency as well, and depending on how much they optimize it they can free up more bandwidth to stream even better textures (which will undoubtedly happen, because this game is still in PRE-ALPHA). Based on your post, it has been proven that YOU have no idea what you are talking about.
That "ownage" enough for ya?
Thats as far as I will go into that debate, dont feel like wasting an hour. Besides all of that, you can clearly see that Killzone 3 has much higher res textures and more polygons just by looking at the videos of them lol.
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