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  1. #1
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    Killzone: SF New lighting/shader tech in detail. Full video;New I.P confirmed for PS4



    danhese007 from gaf image
    Last edited by Two4DaMoney; 04-23-2013 at 23:30.

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  3. #2
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    ............And there we go. Real time ray tracing used for final lighting simulation.....my god

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    errmuhgherd!
    War is fought for silence. For, it is with silence, you will know that war has ended.

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    nice
    I wonder when a nuclear warhead goes off, does the frame rate of real life drop?

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    Day 1
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    Good find. PS4 will be a beast.

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    Most of this is old effects, but the final realltime reflections ray trace pass is the new shiny thing. Its an interesting way to to do it, and certainly an efficient way.

    A couple of points, this is not ray trace LIGHTING, this is ray trace REFLECTIONS.
    It using rays to bounce pass the correct reflected image on to the shiny parts.
    Last edited by mynd; 04-23-2013 at 03:15.

  11. #8
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    Awesome, Killzone: Shadow Fall is going to be incredible.


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    Sweet!!
    20...

  13. #10
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    New I.P confirmed for the ps4. Added full video.

    I can't wait to see the other section they show off at e3.

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    Quote Originally Posted by Two4DaMoney View Post
    New I.P confirmed for the ps4. Added full video.

    I can't wait to see the other section they show off at e3.
    KZ4 is launch title? SO I imagine the new IP will be coming later?

  15. #12
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    Quote Originally Posted by mynd View Post
    KZ4 is launch title? SO I imagine the new IP will be coming later?
    Yep and yep lol.

    I'm not sure how far along they are on the new i.p. They threw around some pitches they came up with for their new i.p. back in march 2012 at the gdc.

  16. #13
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    I was looking through the video and noticed they stole a fair bit of their "research" lol.

    http://filmicgames.com/archives/233

    Ive been reading John's stuff for the past few years, and instantly went "Ive seen this before!".

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    this is awesome next gen is going to be awesome

  18. #15
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    Quote Originally Posted by mynd View Post
    I was looking through the video and noticed they stole a fair bit of their "research" lol.

    http://filmicgames.com/archives/233

    Ive been reading John's stuff for the past few years, and instantly went "Ive seen this before!".
    someone got lazy on their job at GG.

    I'm listening to this presentation and he says that it took their artist under 30mins to retrofit all assets of Killzone 3. Seeing the difference in the items, I wouldn't mind ps3 remakes being brought over to the ps4.

  19. #16
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    Quote Originally Posted by mynd View Post
    I was looking through the video and noticed they stole a fair bit of their "research" lol.

    http://filmicgames.com/archives/233

    Ive been reading John's stuff for the past few years, and instantly went "Ive seen this before!".
    Wait - I thought devs pretty much 'stole' each other's techniques?
    Be Together - Not the same.



  20. #17
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    Quote Originally Posted by admartian View Post
    Wait - I thought devs pretty much 'stole' each other's techniques?
    John is a legend, he basically was the one who made Naughty Dog's Uncharted 2 look as good as it did. He left after 2.
    But yeah, he posts this stuff for the community to use.
    To be honest, most of the first half (Cook-Torrence, BDRF etc is stuff that's very old -nothing really new here).
    I have yet to watch the last half of the presentation.

  21. #18
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    Quite impressed on the presentation.
    Using proper light profiles, BRDFs on area lights and reflections etc is huge. (also possibility for multi bounce reflection was nice.. )

    I'm expecting the game to look incredible and I cannot wait to see more on their tech.
    -------
    Couple of nice blog posts about OpenGL.
    The Truth on OpenGL Driver Quality
    Things that drive me nuts about OpenGL

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