View Full Version : First screenshots from X360s RE5
JTI2K
07-24-2005, 12:05 AM
These are in full 720p, in-game graphics (you can see that from the texture and some poligons)
http://media.teamxbox.com/games/ss/1275/full-res/1122094937.jpg
http://media.teamxbox.com/games/ss/1275/full-res/1122094939.jpg
Check his backpack`s strap: the poligons proof that its in-game and not rendered
http://media.teamxbox.com/games/ss/1275/full-res/1122094938.jpg
If they release a VR unit im all for the X360 :smt045
Mr. Casual
07-24-2005, 12:53 AM
Does this game take place in South America or something?
XerdoPwerko
07-24-2005, 01:05 AM
Holy crap....
This is REALTIME?
The strap is supposed to look polygonal....? I sort of see it, but still...
That's pretty damn impressive
JTI2K
07-24-2005, 01:23 AM
You can see its realtime by lookingat some detail, i.e, the fact that the textures at the far end of the guns grip look blurry (typical distance rendering effect) or the guy`s gloves
Evangelion-01
07-24-2005, 02:44 AM
you are crazzy :\ i dont see anything.
Yakumo
07-24-2005, 03:08 AM
Look at the first picture in the street. You can see the polygons and the tire looks a bit on the low polygon count side so these sure look like in game shots. I'm very impressed !!! No jaggies as well :p If games really are going to look this nice I'll be in line for a 360 when they hit Japan for sure !!
Yakumo
Topic Archive
07-24-2005, 03:12 AM
Mmmm, very pretty, I like :)
mairsil
07-24-2005, 04:22 AM
Am I the only one disappointed with the quality? Sure, it is probably just me (heavy 3D engineering modeling background) and the images are better than we have right now, but I really see no reason that they couldn't be better. It seems that all the graphical improvements are going into shaders and textures; what about pure polygon count?
The machine can handle it, so why (the first screenshot in particular) are there no "round" surfaces? The tires are horrible looking, but so are the archways. I can be more forgiving of objects at a distance such as the transformer on the telephone pole. However, the low polygon count or secondary objects is starting to become really noticeable when contrasted against first priority objects (i.e. characters or enemies).
Topic Archive
07-24-2005, 04:33 AM
Am I the only one disappointed with the quality? Sure, it is probably just me (heavy 3D engineering modeling background) and the images are better than we have right now, but I really see no reason that they couldn't be better. It seems that all the graphical improvements are going into shaders and textures; what about pure polygon count?
The machine can handle it, so why (the first screenshot in particular) are there no "round" surfaces? The tires are horrible looking, but so are the archways. I can be more forgiving of objects at a distance such as the transformer on the telephone pole. However, the low polygon count or secondary objects is starting to become really noticeable when contrasted against first priority objects (i.e. characters or enemies).
...Don't forget your not looking at the final optomised code ;)
GaijinPunch
07-24-2005, 05:05 AM
Just think of all the high-definition jiggling breasts we'll get to see!
karsten
07-24-2005, 05:49 AM
mmmh i want to see that moving.
zappenduster
07-24-2005, 06:06 AM
Look at the first picture in the street. You can see the polygons and the tire looks a bit on the low polygon count side so these sure look like in game shots. I'm very impressed !!! No jaggies as well :p If games really are going to look this nice I'll be in line for a 360 when they hit Japan for sure !!
Yakumo
and on the other site it all could be rendered you know you can render low polygon models also just to convice people that is realtime =)
StarWolf
07-24-2005, 06:17 AM
Just think of all the high-definition jiggling breasts we'll get to see!
Yup, Tecmo are gonna have a fieldday with the next installments of DoA/DoA volleyball
Topic Archive
07-24-2005, 06:56 AM
...Hmmm, nipple rendering is soooo time consuming :)
Evangelion-01
07-24-2005, 09:00 AM
Look at the first picture in the street. You can see the polygons and the tire looks a bit on the low polygon count side so these sure look like in game shots. I'm very impressed !!! No jaggies as well :p If games really are going to look this nice I'll be in line for a 360 when they hit Japan for sure !!
Yakumoah... i see it now, it does look really sweet to me :) gotta love progressive :)
JTI2K
07-24-2005, 11:11 AM
If games really are going to look this nice I'll be in line for a 360 when they hit Japan for sure !!
The great thing about the japanese X360s is that you wont have to camp there the day before :D
Shit, you may be the only guy in the line :smt082
Kotodama
07-24-2005, 11:18 AM
True dat.
Evangelion-01
07-24-2005, 11:25 AM
or just go to walmart when it comes out in the us and get one.
Mark30001
07-24-2005, 11:25 AM
WOW! :smt023
Now I really can't decide...
PS3 or XBOX360... PS3 or XBOX360...?!?!??!:confused:
the_steadster
07-24-2005, 11:40 AM
Anyone know anticipated release date of this? I want it....
JTI2K
07-24-2005, 11:52 AM
or just go to walmart when it comes out in the us and get one.
Why would I? Is a worldwide launch, its coming out at the same time everywhere :D
Theres no release date for RE5........
typo989
07-24-2005, 11:59 AM
Supposedly production is slated to last 3-4 years... so I wouldn't rush buying a console just for this game.
Yakumo
07-24-2005, 12:02 PM
The great thing about the japanese X360s is that you wont have to camp there the day before :D
Shit, you may be the only guy in the line :smt082
how true that is :smt042
Yakumo
cahaz
07-24-2005, 12:14 PM
you can also look at the wires in the first picutres (the red and green ones) and follow them to see some polygonish cuts at the end. Anyway, this looks incredible, in fact those are the first screen shots of the new era that impress me. The only other thin was killzone ( but this isn't in real time so. )
the tires looks incredibly suspicious though, everyhting have near perfect modeling, but the tires are ugly.
hl718
07-24-2005, 03:27 PM
mmmh i want to see that moving.
Google is your friend.
http://media.xbox360.ign.com/media/760/760880/vids_1.html
-hl718
karsten
07-24-2005, 03:38 PM
Google is your friend.
http://media.xbox360.ign.com/media/760/760880/vids_1.html
-hl718
i saw it, but how can i tell it's running from the actual machine?
XerdoPwerko
07-24-2005, 04:23 PM
Just think of all the high-definition jiggling breasts we'll get to see!
You just sold me an X360, dude.
Hmmm... Nipple Rendering....!
Now, seriously, I have begun to look forward to this machine because of these images. I wonder how it does 2d, though
Fabrizo
07-24-2005, 04:36 PM
I wonder how it does 2d, though
Well, seeing as ms is touting HD so much, maybe we'll be seeing 2D in HD resolutions next gen :) (but truthfuly I think that 2D is limited more by the artists at this point then the machines).
Evangelion-01
07-24-2005, 07:04 PM
Does this game take place in South America or something?the guy creating it "forgot his name" said that is based on the movie black hawk down... so technicly speaking it takes place in africa?
Perkunas
07-24-2005, 07:20 PM
Why would I? Is a worldwide launch, its coming out at the same time everywhere :D
Theres no release date for RE5........
I heard Q4 2006.
Would make sense as RE5 started somewhere in 2004. (pre-production)
Calpis
07-24-2005, 07:35 PM
You all better have HDTVs, what the hell is the point otherwise?
Sonikku
07-25-2005, 01:34 AM
I do :D
51" Sony Wega.
I'll finally be able to play games in the living room again! (For the most part, current gen console games look liks ass in HD, since most are 480p at beast, with a *tiny* handfull of XBox games at 720p.
adam-james
07-25-2005, 05:25 AM
wow... i must say that is looking way better than i thought i first gen title would look!
I imagine it's down to MS's tools and ease of use... doupt they have a better version, or even an equal version working on ps3 hardware yet!
:0)
Mr. Casual
07-25-2005, 01:57 PM
I have a feeling you guys will be dissapointed with this game, since it
looks "Too Cg", like the killzone II demo, IMO.
socialdrone
07-25-2005, 02:15 PM
Am I the only one disappointed with the quality? Sure, it is probably just me (heavy 3D engineering modeling background) and the images are better than we have right now, but I really see no reason that they couldn't be better. It seems that all the graphical improvements are going into shaders and textures; what about pure polygon count?
The machine can handle it, so why (the first screenshot in particular) are there no "round" surfaces? The tires are horrible looking, but so are the archways. I can be more forgiving of objects at a distance such as the transformer on the telephone pole. However, the low polygon count or secondary objects is starting to become really noticeable when contrasted against first priority objects (i.e. characters or enemies).
compared to the xbox the 360 can handle a lot more polygons, but what you are seeing in those pictures isnt representative of the actual polycount. i keep forgeting the fancy names they keep giving it, but basicly its bump mapping...with one or more vectors added. first they make a hires model and create a bump map by taking pictures of it in three seperate color channels...each color represents a variable x, y, and z. they then combine the different channels into one image. the 'bump map' is then applied to a lowpoly model. think of it as 3 dimensional bump mapping...when rendered the model will appear to have a massive polycount and be highly detailed. with this technique the obvious draw back is that the outlines of the model are still visible, so when you look at the object at the right perspective the real form of the model is visible...look at the guys ear and you will see what i mean, the inside of his ear looks detailed and complex, the outline looks blocky as fuck. theres not much they can do about that, the other techniques that are available that would fix this are probably too much work for the hardware?
i agree with you, mairsil, they could have done a lot better. one of the things i see a lot lately is overuse of specific textural and lighting effects. you look at those photos and everything appears to be made out of plastic or is covered in an oily residue. throw in some matte textures, eyes and teeth are shiny...human skin is generally not, or at least not like that. and if they were not using so many damn effects maybe they would have the room to increase the polycount a bit. im not impressed...
mairsil
07-25-2005, 02:21 PM
compared to the xbox the 360 can handle a lot more polygons, but what you are seeing in those pictures isnt representative of the actual polycount. i keep forgeting the fancy names they keep giving it, but basicly its bump mapping...with one or more vectors added. first they make a hires model and create a bump map by taking pictures of it in three seperate color channels...each color represents a variable x, y, and z. they then combine the different channels into one image. the 'bump map' is then applied to a lowpoly model. think of it as 3 dimensional bump mapping...when rendered the model will appear to have a massive polycount and be highly detailed. with this technique the obvious draw back is that the outlines of the model are still visible, so when you look at the object at the right perspective the real form of the model is visible...look at the guys ear and you will see what i mean, the inside of his ear looks detailed and complex, the outline looks blocky as fuck. theres not much they can do about that, the other techniques that are available that would fix this are probably too much work for the hardware?
i agree with you, mairsil, they could have done a lot better. one of the things i see a lot lately is overuse of specific textural and lighting effects. you look at those photos and everything appears to be made out of plastic or is covered in an oily residue. throw in some matte textures, eyes and teeth are shiny...human skin is generally not, or at least not like that. and if they were not using so many damn effects maybe they would have the room to increase the polycount a bit. im not impressed...
I don't know, but I think that I have to disagree. Even with displacement mapping, which is what I believe you were trying to describe, it is not going to smooth out the edges much. It will help, but it still has to use the "blocky" object as a basis.
I do realize that these pictures are still early, but it seems like a lot of early revision/alpha/beta graphics have not been updated much for the final releases over the past couple of years. I guess that thought is that they already have the models/graphics engine done, so why waste development resources improving something that already works.
ASSEMbler
07-25-2005, 02:50 PM
That camera angle with the gun has no place in gameplay, in a cinematic opening, yes. I am sure 360 can do some very good graphics, but I think like ps3 it is all turning out to be hype.
However 360 has far less time to release, so the pressure is 100% on MS now to perform.
Mr. Casual
07-25-2005, 02:58 PM
Man, I know. People see "Cinematics" like the pic of the guys face all the time, and then say
"OMGOZZORS REALTIME", if this was really happening in the game, you guys would be like
'OMFG I CANT C TEH ZOMBZORS OH TEH NOES!!!!"
Sadly, a game is never as good as it is hyped up to be, end of story.
mr-monday
07-25-2005, 03:53 PM
If this is in-game footage, where's the energy bar, status display etc?
JTI2K
07-25-2005, 04:06 PM
If this is in-game footage, where's the energy bar, status display etc?
Almost every beta screenshot that I`ve ever seen didint contained any status items on screen
Mr. Casual
07-25-2005, 04:11 PM
This game looks MILES ahead of the rest of the Xbox 360 games I looked at.
BTW, Battlefield 2, and several other games for the Xbox 360 are at the mercy of the
"Jaggies" as well. I can post pics if you like. ;-)
Funkstar De Luxe
07-25-2005, 04:39 PM
WTF? There is NO way to tell if a game is prerendered or not from a screen shot. That was a real dumb thing to say.
Don't you think it's possible to render something with a little less datail to look convincing? Jesus Christ. OLDEST TRICK IN THE BOOK
There is no way that's real time. Honestly.
socialdrone
07-25-2005, 09:47 PM
I don't know, but I think that I have to disagree. Even with displacement mapping, which is what I believe you were trying to describe, it is not going to smooth out the edges much. It will help, but it still has to use the "blocky" object as a basis.
I do realize that these pictures are still early, but it seems like a lot of early revision/alpha/beta graphics have not been updated much for the final releases over the past couple of years. I guess that thought is that they already have the models/graphics engine done, so why waste development resources improving something that already works.
sorry im terrible at explaining things...in the pictures it looks like they are using a heavy amount of normal mapping. normal mapping leaves you with the blocky outlines...right? displacement mapping could get rid of that blocky outline, because displacement maps add polygons to a model?
i was thinking that some prosses of depth-adaptive tessellation on displacement and normal mapped objects would fix that problem.
i get that the lowpoly model is the base, im just thinking they could hide it better...i dont know...it just seems to me that increasing the polycount and/or detail in relationship to distance and focus would help a lot.
Fabrizo
07-25-2005, 10:18 PM
As I understand it, Normal maps are just higher poly models layered over the lower poly ones, with the lower poly ones used for collision detection. In the case that this is true, then normal mapping would allow them to get rid of the edges for the most part.
But then again, I havn't actualy messed with normal mapping myself yet, and as such could be completly off on how it works.
mairsil
07-25-2005, 11:42 PM
As I understand it, Normal maps are just higher poly models layered over the lower poly ones, with the lower poly ones used for collision detection. In the case that this is true, then normal mapping would allow them to get rid of the edges for the most part.
But then again, I havn't actualy messed with normal mapping myself yet, and as such could be completly off on how it works.
You pretty much have it right. You could call normal maps a 3D version of bump mapping. Where bump mapping deals with single degree perturbation (i.e. depth), normal mapping covers XYZ perturbation. It doesn't add any polygons, so it still has the drawback that the edges can look blocky if the object has a low polygon count. Maybe getting this degree wasn't a waste of time and money after all... :-D
Powered by vBulletin® Version 4.2.0 Copyright © 2013 vBulletin Solutions, Inc. All rights reserved.