Motorstorm is actually 2*MSAA.That was pretty evident to me this year. I'm studying a lot of racing games from last gen (trying to build my own racing game), and the first thing I said when I booted my PS3 to play some Motorstorm, I said, holy shit i don't remember that much aliasing. Specially in the dust effects due to alpha transparencies.
Its pretty evident there's no AA solution in the first title. Just a raw pixel with some post effects (lens flare is pretty evident).
MSAA itself was an issue on PS3 due to bandwidth issue so for the most part it was absent in most PS3 games or seen in the form of QAA, in cases where Xbox games would have 4*MSAA the PS3 version likely had QAA/2*MSAA. And the alpha jaggies would be present due to the quarter resolution itself. Killzone 2 did a pretty decent job imo, iirc it did some sort of ditherring while rendering at quarter res then applied a gaussian blur to it.Alpha jaggies were common on PS3, due to bandwidth limitations. They tried to get around it by first rendering at a quarter resolution and then applying MSAA, but they were still really bad looking.
Unfortunately Killzone 3 had more transparencies at 1/16 res which doesn't hold up nearly as well. Then you had Gran Turismo 5 have all transparencies at 1/16 res and they turned into horrible distractions anytime they are on screen. A smart idea to render different parts of the scene at different resolutions but eventually it isn't worth the visual trade off..And the alpha jaggies would be present due to the quarter resolution itself. Killzone 2 did a pretty decent job imo, iirc it did some sort of ditherring while rendering at quarter res then applied a gaussian blur to it.
Yeah, there weren't a lot of AA solutions available back then - much of what we see today simply didn't exist yet. It was usually MSAA or bust.That was pretty evident to me this year. I'm studying a lot of racing games from last gen (trying to build my own racing game), and the first thing I said when I booted my PS3 to play some Motorstorm, I said, holy shit i don't remember that much aliasing. Specially in the dust effects due to alpha transparencies.
Its pretty evident there's no AA solution in the first title. Just a raw pixel with some post effects (lens flare is pretty evident).
I loved this game. Wish they would remake 1 and 2.
Would love to see another killzone game someday.
Yeah, there weren't a lot of AA solutions available back then - much of what we see today simply didn't exist yet. It was usually MSAA or bust.
Great video, as always.
Really liked Killzone 2, 3 was fine as well and Liberation, but I actually never got into Killzone Shadowfall.
Funny enough I don't remember much of Killzone 3. It was so forgettable. I am surprised to be reminded that Killzone 3 had more alpha heavy scenes because heavy smoke and particles are what I remember Killzone 2 for and I remember being disappointed in Killzone 3 for taking a step back in the area.Unfortunately Killzone 3 had more transparencies at 1/16 res which doesn't hold up nearly as well. Then you had Gran Turismo 5 have all transparencies at 1/16 res and they turned into horrible distractions anytime they are on screen. A smart idea to render different parts of the scene at different resolutions but eventually it isn't worth the visual trade off..
I could kiss this paragraph.Most first person games don't render the gun and hands you see from the FP perspective in the game space but a virtual space.
Think of it as slapping a 2D animated UI on top of the overall image. It's why you can often get your nose up to the wall in FPS games and the gun doesn't disappears inside the wall and still looks disproportionate against objects upclose. Some games render the gun models in the game space itself and in those games you'd see the character lift the gun up or point it downwards when you are close to the wall.
Some games have an actual character model in the game world with basic animation so as to keep something grounded in the game world and then just delete the model and replace the hands and legs with virtual ones, so the animations of the gun/hands/legs you see is never in sync with the animation of the model that's actually present in the game that's casting shadow in the environment (battlefield games are an example of this, so is rainbow Six Siege). Some games don't bother with any of that and just have the gun and hands be visible and remove everything else from view and don't bother with fake legs either.
Whereas some games (very very few games) have the exact same model that's present in the game world be displayed from a first person perspective (Star Citizen)
Funny enough I don't remember much of Killzone 3. It was so forgettable. I am surprised to be reminded that Killzone 3 had more alpha heavy scenes because heavy smoke and particles are what I remember Killzone 2 for and I remember being disappointed in Killzone 3 for taking a step back in the area.
Well most games just used FXAA at the start, I think it wasn't until Infamous Second Son that we started to see a trend of using a temporal element with its SMAAT2x. Although Ryse used SMAAT1x and it was a launch title.Even this generation things could be rough near the start. 2016 and especially 2017 onwards feels like when people really started to nail image quality with better forms of TAA and such. Arkham Knight looks incredible but the IQ and maybe facial tech are the two points of weakness.
My issue with Killzone 3 was basically the reduced intensity of motion blur, the less persistent smoke, overabundance of daytime level (I really noticed the LDR lighting due to this), pared back destruction model, and disappointing multiplayer.I could kiss this paragraph.
I only ever played KZ2 - so I was not missing much there in 3? I remember being disheartened that they reduced motion blur intensity and the near FOV depth of field intensity after they initially showed that ice level at its reveal. The game looked rad there.
Also, who does not love muzzleflash shadows? A game I think everyone should look at if they like the KZ2 feel is honestly metro exodus to a certain extent. Weighty movement, meaty guns and first person animation. It is just not clausterphobic at all like the previous games or KZ2. Well... most of the game at least.
I really think that KZ2 popularised near weapon depth of field when not in iron sights, which is something I love. Crysis 2 had it after KZ2, Metro 2033, Medal of Honor 2010, Wolf: TNO, and probably countless other games.
Hell yeah it does. Doom 3 does too if you force the command. Maybe even the OG chronicles of riddick?Didnt F.E.A.R also have muzzleflash shadows? At least, as far as I remember, there would be a clone shadow techno dance whenever I got up close with a machine gun and went berserk.
It's so bizarre that games still don't actively use something that's one of the most distinctive elements of shooting a weapon. So many current gen game don't even have the muzzle flashes as light sources, let alone have them cast shadows.Hell yeah it does. Doom 3 does too if you force the command. Maybe even the OG chronicles of riddick?
I wonder what the first game to have it was now. We have to do more "origin of effects" videos on DF - super fun to search out obscure titles with one little effect.
Yeah, Right?It's so bizarre that games still don't actively use something that's one of the most distinctive elements of shooting a weapon. So many current gen game don't even have the muzzle flashes as light sources, let alone have them cast shadows.
It's so bizarre that games still don't actively use something that's one of the most distinctive elements of shooting a weapon. So many current gen game don't even have the muzzle flashes as light sources, let alone have them cast shadows.
I think it's more due to changes in design direction.I know I would be down for an "origins of effects" thing.
Seriously. So many of the little things started disappearing from games around that era, for performance reasons I guess. F.E.A.R's sequels never again had the bombastic light shows and particle effects, Crysis after 1 never had the same level of physics/destructibility, and as this video shows, KZ3 just didn't have all those extra flourishes 2 had. It sucks seeing it, games feel just that little extra ..... flat.
Kinda hard topping the crap they were spouting and which Bishoptl eventually banned me for(I said there were no Killzone 2 for PS3 assets when they started claiming the trailer was ingame assets but sped up) he came back with concept art(for the cancelled PS2 version at that and banned me) )There's a small circle of inmates who are working overtime to turn that asylum into the PlayStation subreddit that some once thought it to be, so expect things to get even sillier than they were back in those days.
I could kiss this paragraph.
I only ever played KZ2 - so I was not missing much there in 3? I remember being disheartened that they reduced motion blur intensity and the near FOV depth of field intensity after they initially showed that ice level at its reveal. The game looked rad there.
Also, who does not love muzzleflash shadows? A game I think everyone should look at if they like the KZ2 feel is honestly metro exodus to a certain extent. Weighty movement, meaty guns and first person animation. It is just not clausterphobic at all like the previous games or KZ2. Well... most of the game at least.
I really think that KZ2 popularised near weapon depth of field when not in iron sights, which is something I love. Crysis 2 had it after KZ2, Metro 2033, Medal of Honor 2010, Wolf: TNO, Far Cry 3 I think, and probably countless other games.
I think it's more due to changes in design direction.
Look at Farcry 2, it has world simulation with growing foliage that you can break, etc but none of that in FC3 and even less in FC4...in FC5 it's completely absent and you can't even break something unless you run over it at which point it just disappears rather than physically breaking. No one goes for simulation anymore, it's why when a game goes for stylised simulation in BoTW it becomes revolutionary (granted it implemented the simulation into the game system itself in an interesting way, but it wasn't the first).
Crysis' destructability is a weird one, I think the latter games were more advanced in its destruction and foliage interaction but it didn't have the shanty houses to destroy. If you remember those shanty houses were the only destructible buildings in the game along with palm trees, they just repeated it over and over. I remember the foliage moving in the wind as a helo approaches in Crysis 3 and the shockwave from explosion affecting everything too.