Why no thread on the new Killzone info drop?

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After watching, I see why they avoided this :laff:

First off, Campaign. You seeing thru walls Batman style :wtf:
Then the characters, looking all lifeless
Real Talk, I'm already spoiled by RYSE. Its night and day how realistic people look in RYSE and how fake they look in Killzone
Horrible.

Finally the multiplayer, looked bland and boring as usual. And while they trying to hype up "creating your own playlist" the truth is the community is not gonna give a shyt. Only the hardcore will care about shyt like that, they gotta have a game that ppl want to play before custom playlist makes a difference. I really am disappointed with this game all around.
But I'm not bummed out over it because I didn't expect much :manny:
 

ChrisDorner

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Ps4 seem like the only nikka remaining that don't think this game looks pretty damn good

I wish this game success at launch just because I know the sequel will be even better funded if it is successful :noah:
 

backbreaker65

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I watch this and it looks glorious in full 1080p(DVR)

So why does the spy/soldier have the ability to scan and see enemies mind you I don't like that either but I understand why. And here's why, KillZone Shadow Fall is doing something with AI, that is unprecedented in gaming.

http://www.officialplaystationmagaz...happens-at-25-framerate-drops-says-guerrilla/

Killzone Shadow Fall can handle 24 enemy AIs
First of all Boltjes explains how the current Shadow Fall engine has been built from Guerilla’s previous PS3 work: “The engine is still the same,” he says, “But we had to redo a lot of it. It’s a different architecture so a lot had to be re-written”. Interestingly, “a lot of the pipeline for production is still the same”, he points out with the real changes coming from the up-scaling of assets required by the high definition demands of next-gen. “Now it’s x4, x8, because everything has to be higher resolution, has to have more details, more loading, more texture mapping. It’s a lot more work to get the production done in that sense”. Overall he claims, “we had to revamp a lot to go next-gen” but the effort involved was, “a good thing because we just want to make it better”.

Previously we were limited. You could
have six or seven guys on screen, only two
types, and it had to be at a specific range”

With a new engine and new tech the most “obvious” improvements Boltjes highlights are, “more memory [and] more graphical power on screen”. But better looks aren’t what he considers the most important thing about the move to PS4. “For me as a game designer what I was really interested in was getting more gameplay elements on screen. More enemy types at the same time, more weapon types. Bigger areas. For me that gives us a lot more ingredients to play around with. Previously we were limited. You could have six or seven guys on screen, only two types, and it had to be at a specific range”. The ability to throw more on screen has allowed the lead designer to, “open up much more” and enabled the studio to create the more open ‘gameplay bubbles’ Killzone Shadow Fall is built around.

With the PS4 able to push more enemies on screen I asked Boltjes if there was an upper limit? “Yes. It’s about 24,” he replied, adding “but that’s just enemy AI. And there are other types of enemy AI, lots of destructibility, lots of dynamic objects. Those have much higher limits but the amount of AI is around 24″. That leads to the next obvious question of what happens when Enemy number 25 wanders onto the battlefield. The answer from Boltjes is simple: “framerate drops”. Although he’s at pains to point out that 24 enemies requires an enormous amount of power and something that just wasn’t possible before. “They’re all autonomous, they create their own effects. They’re busy little bees” he says. You’re not just getting 24 Helghans on screen, you’re also getting all their additional effects and interactions, and it’s this that means, “as soon as you push it over [24] then we get performance issues”
 

ChrisDorner

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I watch this and it looks glorious in full 1080p(DVR)

So why does the spy/soldier have the ability to scan and see enemies mind you I don't like that either but I understand why. And here's why, KillZone Shadow Fall is doing something with AI, that is unprecedented in gaming.

http://www.officialplaystationmagaz...happens-at-25-framerate-drops-says-guerrilla/

Killzone Shadow Fall can handle 24 enemy AIs
First of all Boltjes explains how the current Shadow Fall engine has been built from Guerilla’s previous PS3 work: “The engine is still the same,” he says, “But we had to redo a lot of it. It’s a different architecture so a lot had to be re-written”. Interestingly, “a lot of the pipeline for production is still the same”, he points out with the real changes coming from the up-scaling of assets required by the high definition demands of next-gen. “Now it’s x4, x8, because everything has to be higher resolution, has to have more details, more loading, more texture mapping. It’s a lot more work to get the production done in that sense”. Overall he claims, “we had to revamp a lot to go next-gen” but the effort involved was, “a good thing because we just want to make it better”.

Previously we were limited. You could
have six or seven guys on screen, only two
types, and it had to be at a specific range”

With a new engine and new tech the most “obvious” improvements Boltjes highlights are, “more memory [and] more graphical power on screen”. But better looks aren’t what he considers the most important thing about the move to PS4. “For me as a game designer what I was really interested in was getting more gameplay elements on screen. More enemy types at the same time, more weapon types. Bigger areas. For me that gives us a lot more ingredients to play around with. Previously we were limited. You could have six or seven guys on screen, only two types, and it had to be at a specific range”. The ability to throw more on screen has allowed the lead designer to, “open up much more” and enabled the studio to create the more open ‘gameplay bubbles’ Killzone Shadow Fall is built around.

With the PS4 able to push more enemies on screen I asked Boltjes if there was an upper limit? “Yes. It’s about 24,” he replied, adding “but that’s just enemy AI. And there are other types of enemy AI, lots of destructibility, lots of dynamic objects. Those have much higher limits but the amount of AI is around 24″. That leads to the next obvious question of what happens when Enemy number 25 wanders onto the battlefield. The answer from Boltjes is simple: “framerate drops”. Although he’s at pains to point out that 24 enemies requires an enormous amount of power and something that just wasn’t possible before. “They’re all autonomous, they create their own effects. They’re busy little bees” he says. You’re not just getting 24 Helghans on screen, you’re also getting all their additional effects and interactions, and it’s this that means, “as soon as you push it over [24] then we get performance issues”
:banderas: and no cloud was needed
 

teacher

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it was developed in Amsterdam? it could extremely amazing or extremely mediocre... :ld:
 

backbreaker65

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You will get to see some AI routines in the video below Killzone 2 while in development by the developer.
Developer walkthrough KZ 2 interview.
http://aigamedev.com/open/article/sneak-peek-killzone-ai/


Killzone 2 AI in the dev phase testing it out


Now think about 24 of these dudes with their own AI routines.

A list of Killzone 2 enemy types and remember it was on 6 or 7 on screen with AI routines on the PS2, now were up to 24.

http://killzone.wikia.com/wiki/Killzone_2_Enemies

 
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