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View Full Version : MGS4: huge difference between realtime 05-trailer & PS3 game graphics, explained


AirRaid
10-22-08, 05:13 PM
http://forum.beyond3d.com/showpost.php?p=1230513&postcount=221


While there is more to it than just GPU differences, the fact remains that the TGS 2005 realtime MGS4 trailer ran on an evaluation system with a graphics sub-system (GPU, external bus, graphics memory) that was very significantly stronger than what the final released PS3 console had.

There's a big difference between a GeForce 7800 GTX 512 MB and the RSX in PS3.

npras42
10-22-08, 05:55 PM
Erm, yeah... Who cares??? :confused:

|MaguS|
10-22-08, 06:17 PM
And? It still looks and runs better then most other console titles, aswell as has one of the best stories ever.

Ninja Prime
10-22-08, 08:24 PM
And? It still looks and runs better then most other console titles, aswell as has one of the best stories ever.

Both of those are debatable. ;)

It does explain why, but this is old news, kojima was complaining about something like this like 2 years ago as I recall.

Tygerwoody
10-22-08, 11:49 PM
I like turtles

Lfctony
10-23-08, 12:38 AM
Regardless of graphics, it was a good game... Developers should focus less on graphics, more on gameplay...

kev13dd
10-23-08, 05:10 AM
I like turtles
Turtles look better on an Xbox

K

crainger
10-23-08, 05:21 AM
Ha!

Next you'll tell us Duke3D is better than Quake and Quake 3 is better than UT!

Lyme
10-23-08, 10:42 PM
Ha!

Next you'll tell us Duke3D is better than Quake and Quake 3 is better than UT!

Duke3d had a better story.

BronzeGod
10-23-08, 11:58 PM
I'm going to poop on this thread *poop*

Knot3D
10-24-08, 12:25 AM
From what I understand, it's mostly the lighting setups which had to be scaled down the most.

Which is indeed pretty evident in the final game :

- Check out the indoor sections which feature light bulbs ( the underground tunnels in Act 1) ; Snake casts a strong shadow, yet you see virtually no self shadowing on his character model. :thumbdwn: No self shadowing makes a character model look out of place, especially in
an indoor situation with a strong bulb light.

The few times I did see it in such indoor situations, the casted self shadow was at such a horrendously low resolution ; very faint & barely recognizable as a self shadow.

When it comes down to lighting/shadowing & character animation in the stealthy genre, Ubisoft's Splinter Cell is still King.