We can finally share the trailer of Capcom's first next-gen game. Deep Down (working title) is using the new Panta Rhei engine and looks like Dragon's Dogma meets Dark Souls. It is announced for Playstation 4 for the time being.
No way would sony allow them to show a target render of their game :P
Anyway, yeah it looks really nice. Especially the lighting. The fact that it's crapcom making it though...not a good thing. They are gonna sell you the game then start nickle-and-diming you straight out the gate. But at least it's not RE7 or some shit, which is nice. Still kinda wish that it'd have some Sub Surface Scattering going on, would make the fire scene look so much cooler :P
Gonna be interesting come E3 to see what these games actually look like during gameplay. The only thing we've seen actually running so far is the new Killzone, right?
One thing i really hope for in physics of next gen games is more accessible cloth sim. Would help bringing characters to life a whole lot. Also, better skin shaders! The wish list is long, unfortunately. But hey, at least we'll finally be free of the chains of current gen systems fairly soon. I just hope next gen isn't another 10 year plan :P
the stills actually make it look real-time (visible poly's, DOF/motion blur artifacting, a general blurryness of everything. the trailer however made it look CGi, at least based on the live stream.
if it is real, it has very awesome dynamic fire effects and very nice lighting, but it doesnt seem as unblievable as when it was first shown.
even Killzone 2 e3 CG trailer had what you could call rendering artifacts. But that had the CG animation that was beyond anything shown anywhere. here anything is almost truly too good but in thet abut just good enough and belivable jump.
Yes, it's real time for sure. People forget that the very same workflow's used to produce pre-rendered CGI is very much the same for games these days. Only now the artists don't have to have all their lovely high res sculpt work crunched down and compressed to 256x256 normal maps or low res 16-bit displacements. Same goes for the mesh and all. The benefit of having all that lovely RAM, I suppose.
Well, yeah, you do need that of course. Still, devs were ready for producing these kinds of visuals a very long time ago. They just didn't have the hardware to retain all their good work. I'm interested to see how Doom 4 will look. Should loosen a few jaws with this hardware.
Commented on 2013-02-27 16:45:22 In reply to MrWhite
Posted by MrWhite
Yes, it's real time for sure. People forget that the very same workflow's used to produce pre-rendered CGI is very much the same for games these days. Only now the artists don't have to have all their lovely high res sculpt work crunched down and compressed to 256x256 normal maps or low res 16-bit displacements. Same goes for the mesh and all. The benefit of having all that lovely RAM, I suppose.
Depends on what you mean. The workflow for assets? yeah, sure. Just sculpt the shit out of it, create a bunch of different LoDs and bake/draw appropriate maps. So far as rendering and light setup goes though, hardly the same. Not to mention working with shaders is totally different on a game than in raytracing rendering.
Commented on 2013-02-27 16:50:22 In reply to MrWhite
Posted by MrWhite
Well, yeah, you do need that of course. Still, devs were ready for producing these kinds of visuals a very long time ago. They just didn't have the hardware to retain all their good work. I'm interested to see how Doom 4 will look. Should loosen a few jaws with this hardware.
Wonder if it will be as amazing visually as Doom 3 was when released. Shouldn't Id Tech 5 with its MegaTexture tech benefit hugely from the extra memory
I'd say this is an in-enigine prerendered tech demo. It's like, "hey, that's what our engine is capable of, given enough prcessing power." Meaning that the games on ps4 (or even PC) won't look as good as this.
Commented on 2013-02-27 17:18:45 In reply to Megido
Just because it's using a different method doesn't mean that even the rendering and especially lighting isn't a very similar workflow. The only difference is the fidelity and diversity of the options available to a ratracing method. But especially now, a lot of the techniques we see in real time rendering are getting closer to ray-tracing. I wouldn't be surprised to see multi-layer SSS, we've already started seeing more "dynamic" materials, etc. Similar effects being done in similar ways. SSS is the same no matter what does it. It's the scattering of light in a material. It's totally possible we could see a PS4 game at some point that stops using traditional real-time diffuse textures and moving to layered SSS textures that combine realistically to create a flesh colored material thanks to SSS.
And setting up lighting is also pretty universal. Yes, the way it happens is different (some times, UE4 is a sort of half step, for example, essentially using extremely low fidelity ray tracing for light bouncing/emissive materials). Even things like the particle effects we've seen are closer to pre-rendered techniques than the techniques used last generation. For example, the fire effects in Star Wars 1313 were created using techniques ILM uses in it's work, adapted to work in real-time.
This generation has changed a lot of things. We're getting closer to having real-time CG with shaders and materials and lighting and simulation that was previously only seen in ray-traced rendered content.
As for this being real time, it likely is. It's not a complex scene, and as a result they are able to cram a lot of detail and pretties in there. This stuff isn't so far beyond the other stuff we saw in terms of the number of polygons and quality of lighting and all that. As a PC gamer, this looks really damn good, but it also looks well within reach of a powerful, modern system.
Well, on the game projects i've worked on, the light was a totally different beast than doing lighting directly with mentalray or v-ray or a renderer like that. Light map baking for one is a pretty different process than setting up photon emitters and mental-ray shaders. But hey, that was working with current gen tech so i don't know how huge of a leap it'll be with something like UE4 or this Panta Ray thing.
One thing i know for sure is that making shaders for real time use is a lot harder and requires a lot more optimizing and shortcuts to achieve results than it'd be to use the more standard renderers (i guess renderman excluded, that thing seems to be a real piece of work). But yes, obviously the gap is closing, anything else would be weird :)
Still blown away by this. Is it any less impressive when watching the FullHD-version ? (Not going to DL it, that would take me like forever with my crappy 1,5Mbit connection)
its easy to see when looking at it in fullhd that is is not pre rendered at all. Everything in the trailer is doable on the ps4 hardware. Its small cramped environments there's no reason why this wouldn't be possible in that kind of small setting. Its essentially the same thing as when you are shown a tech demo, that may not translate to a full game with larger scope, but the machine itself is capable of rendering what you are seeing.
If you were to have shown god of war ascension before the release of the ps3, you would probably have gotten the same kind of reaction that you are getting from this trailer.
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All comments (51)
Its pre-rendered right? or is it in-game? lol, i am bad at these.
I also read that this is suppose to be Dragon's Dogma 2? If so, i hope they fix the many flaws of the first one since well, it had quite few bad ones.
Its pre-rendered right? or is it in-game? lol, i am bad at these.
I also read that this is suppose to be Dragon's Dogma 2? If so, i hope they fix the many flaws of the first one since well, it had quite few bad ones.
Anyway, yeah it looks really nice. Especially the lighting. The fact that it's crapcom making it though...not a good thing. They are gonna sell you the game then start nickle-and-diming you straight out the gate. But at least it's not RE7 or some shit, which is nice. Still kinda wish that it'd have some Sub Surface Scattering going on, would make the fire scene look so much cooler :P
Gonna be interesting come E3 to see what these games actually look like during gameplay. The only thing we've seen actually running so far is the new Killzone, right?
Like the fact that games will finally start to get some nice particle-effects and even better physics. Bring on next-gen!
if it is real, it has very awesome dynamic fire effects and very nice lighting, but it doesnt seem as unblievable as when it was first shown.
... then comes the fire effects.
Then it does look very extra nice since it being real time. I can just imagine those big scale world vistas in fantasy worlds, so good.
We'll see
And setting up lighting is also pretty universal. Yes, the way it happens is different (some times, UE4 is a sort of half step, for example, essentially using extremely low fidelity ray tracing for light bouncing/emissive materials). Even things like the particle effects we've seen are closer to pre-rendered techniques than the techniques used last generation. For example, the fire effects in Star Wars 1313 were created using techniques ILM uses in it's work, adapted to work in real-time.
This generation has changed a lot of things. We're getting closer to having real-time CG with shaders and materials and lighting and simulation that was previously only seen in ray-traced rendered content.
As for this being real time, it likely is. It's not a complex scene, and as a result they are able to cram a lot of detail and pretties in there. This stuff isn't so far beyond the other stuff we saw in terms of the number of polygons and quality of lighting and all that. As a PC gamer, this looks really damn good, but it also looks well within reach of a powerful, modern system.
One thing i know for sure is that making shaders for real time use is a lot harder and requires a lot more optimizing and shortcuts to achieve results than it'd be to use the more standard renderers (i guess renderman excluded, that thing seems to be a real piece of work). But yes, obviously the gap is closing, anything else would be weird :)
If you were to have shown god of war ascension before the release of the ps3, you would probably have gotten the same kind of reaction that you are getting from this trailer.