The Tech of the Colossus 62
Via a Cathode Tan post, a gloriously in-depth look at the technology behind the PS2 title Shadow of the Colossus. From that article: "In games such as DOOM3 on the PC, the model used for generating the shadow volume is almost equivalent to the character itself. But with SOTC, in order to speed this up, we made use of a simpler model with much fewer polygons in. The main character generally consists of 3,000 polygons, but the colossus can be around 18,000 polygons, depending on the type. But the model used for shadow generation will contain a substantially lower amount than this. For example, the simple model seen by the player will probably only use 1/40th of what the original model contained."
Seems to be a trend in games lately (Score:2, Interesting)
I see this in lots of games these days.
It's a very neat effect. But I find it distracting, and my eyes are constantly trying to focus, and I end up getting a headache after a while.
Shadow of the Colossus (Score:5, Funny)
Re:Shadow of the Colossus (Score:4, Funny)
Re:Shadow of the Colossus (Score:1)
Letdown.... (Score:2, Interesting)
Or even something about this [wikipedia.org]
Re:Letdown.... (Score:1)
not sure how popular (or good) this movie actually is ;)
but the scene where the two AI go through human history - and beyond - in about 2 min is worth the time spent, even if it ultimately ends up in cliche pulp robo-fascist territory...
Re:Letdown.... (Score:2)
Re:Letdown.... (Score:2)
Re:Letdown.... (Score:2)
Re:Letdown.... (Score:1)
- other
right, bubba! Good job getting those links mixed up.SoC (Score:1)
It's a great game and I'm not trying to put it down, but it's the type of ga
Re:SoC (Score:4, Informative)
Oh, I know the answer to this one! It's because the game was made by Sony. I think it's highly unlikely that they'd spend their resources developing a GameCube or xBox game. Although this game would've been awesome on either of those two platforms. I got through 9 or 10 of the colossi before getting my nice new 32" LCD HDTV. This game is just painful to look at on that screen now because all the flaws and uglies are so apparent.
Re:SoC (Score:1)
I had a friend tell me this was the greatest game ever. I picked it up when I had some store credit at Best Buy thanks to an Xmas gift error. I took it home and put it on my 52" widescreen TV, and the graphics were horrible. Add to that controls that I personally think suck royal ass, and I wonder how this game got so much drool factor from the gaming community.
Granted, I've never seen it on a blurry old-school TV, so I have no idea if that helps to make it look better or not. Even so, I ha
Re:SoC (Score:2)
Re:SoC (Score:2)
And for the record, "well.. that's nice.. but the hero runs like a retard and it's really muddy and blocky" isn't how I'd describe the game at all
Re:SoC (Score:2)
On the other hand I adored the ICO demo which came with it and just ordered it from Amazon.
Re:SoC (Score:4, Interesting)
It does create more sensations than it tells a story.. I think it does it pretty well even.
Re:SoC (Score:2)
As for the graphical quality of the game, I can somewhat agree with you. When I described the game to a friend, I said: "It looks like total ass, and it is beautiful." I got the impression that they overstepped the bounds of the system. The textures were just too detailed for the PS2 to handle, as there was no AA or Ansio t
Re:SoC (Score:2)
Mario 64 got it right 10 years ago. You'd think somebody else would be able to do it by now.
eww, you suck (Score:3, Interesting)
I think SotC would have been a real letdown on any other console. The effects, which are nothing short of amazing, may have been used to cover up the lack of a huge poly-count in some cases, but they're really what gives the world in SotC it's beauty. The main character, I agree, does look kinda crappy. The horse isn't too bad. But the world looks absolutely amazing, and so do the Colossi.
The PS2 doesn't have the raw power of the Xbox or the Cube, but it is capable of some really ama
Re:SoC (Score:1)
Playstation 2 at it's best (Score:5, Insightful)
While developers are finding things like this *still* that will optimize the code on a 5 year old system, tell me why I need to rush out and buy a PS3 right away? I keep hearing that the cell is hard to develop for. This same thing happened between PS1 -> PS2. A lot of the "fluff" games in the PS2 launch were not as good as some of the titles being released for the PS1, and I think we'll see a mirror of that between PS2 -> PS3
Re:Playstation 2 at it's best (Score:2)
Re:Playstation 2 at it's best (Score:5, Insightful)
Texture quality. The PS2 has always had a deplorably pathetic amount of video RAM, and it shows - especially in big games like SoC where the same tiny aliased texture is reused and remapped all over the place. The PS2 has had a lot of really, really fun games that were just painful to look at because of this, and since Sony actually has competition this time around, they've been forced to give developers enough VRAM to make games a hell of a lot less ugly.
Re:Playstation 2 at it's best (Score:2, Informative)
Have you ever developed games for the PS2? I'm guess
Re:Playstation 2 at it's best (Score:2)
No it doesn't. The artistic design more than makes up for the lack of texture quality. A higher res game with less creative scenery would look a lot worse.
Re:Playstation 2 at it's best (Score:3, Interesting)
Re:Playstation 2 at it's best (Score:1)
Re:Playstation 2 at it's best (Score:2)
However, most (NTSC) TVs can display 60.
Re:Playstation 2 at it's best (Score:2)
Re:Playstation 2 at it's best (Score:2)
Re:Playstation 2 at it's best (Score:2)
As to HDR rendering, that would be great, but they did do an awesome job of faking it.
Re:Playstation 2 at it's best (Score:1)
Fixed. And if you think I'm hating on Microsoft, you may be right, but maybe you should go look at some historical console releases first. Specifically the time between PS1 to PS2 or Famicom to Super Famicom. Both were over six years, compared to four (!) for Xbox to 360.
Re:Playstation 2 at it's best (Score:2)
Now, it won't be at t
w00t... (Score:2)
Re:w00t... (Score:2)
Good to see optimizations are still being used. (Score:1, Interesting)
This was via... (Score:2)
Re:This was via... (Score:3, Informative)
Too many visual effects. (Score:3, Insightful)
As for the light bloom, blurs and other effects, while producing a neat result, especially in stills I tend to find distracting during gameplay. I've seen several games with these kinds of effects and the majority tend to overdo it. It's like I have cataracts or something. Someone with good eyesight doesn't see the world that way. I realize they're going for a cinematic feel, but at least don't overdo it.
I think Guild Wars, for example, has a nice glow that adds to the visuals without overdoing it. Then again, some of the problems here may be due to the low resolution of the PS2.
As for motion blurs, I've never liked them especially in driving games. If the world starts blurring around you because you're driving too fast then you probably shouldn't be racing at all. Imagine if the world turned to a haze for Formula 1 or WRC drivers.
Despite that, I'm impressed by how much they reveal about the game. It's an interesting read.
Re:Too many visual effects. (Score:4, Interesting)
Amen. "lens flare" effects are overdone to DEATH...I love how it seems that in games, all the "lenses" have nearly circular apertures, a bad problem with internal reflections/ghosting, and what look like dozens of air/glass interfaces. It seems to me that if you care enough to put flare/ghosting effects in, you should at least bother to make them believable (polygonal apertures instead of circular, effects of flare on overall image colour/contrast, etc).
Re:Too many visual effects. (Score:2)
The first time I ever played it I thought I'd rubbed Vaseline into my eyes or something.
Re:Too many visual effects. (Score:5, Insightful)
The great thing about consoles is that they are relatively speaking a stationary target, ie the technology stays the same for several years. Its nice to see that despite the age of the PS2 now that its developers are still manging to push the boundaries of the machines capabilities. Perhaps some of the skills learned from making more efficient use of console hardware could be translated to PC games. Lets face it develpers can be a hell of a lot more complacent on the PC platform, especially when Next-Gen 3d cards are being pushed by ATI or NVidia. Limitations and constraints breed creativity and that is a factor that can never be underestimated.
Re:Too many visual effects. (Score:2)
Re:Too many visual effects. (Score:2)
Don't you really mean, they belong on a console, instead of being hindered by a system like PC where everyone has a different card, and each card has different capabilities and different means of accomplishing the same effect, so you can't rely on any of it for artistic benefit?
Re:Too many visual effects. (Score:2)
You are seriously, seriously, overestimating the ability of PCs. With a 3GHz, dual core, 2GB RAM, Top level graphics card with VRAM, Shadow of The Colossus would crawl, crawl to a halt unless the graphics were turned down to a level where 10 fps and heavy pixelation was acceptable.
To s
The tech of the colossus (Score:4, Insightful)
Re:The tech of the colossus (Score:2)
A cool engineering topic in its own right.
The other thought I had was that perhaps this was all about the WWII computer that was developed by the British Government to reverse engineer the Enigma Machine (German encryption device that was i
Oops, wrong Colossus (Score:1)
A big problem with games these days... (Score:1)