GTB @Driftwood: Je pense effectivement qu'ils vont faire la trilogie. Je retiens aussi le passage Silent Hill f, que j'ai bien hâte de faire. (il y a 3 Jours)
Driftwood @GTB: seul truc vraiment intéressant de l''event d'hier d'ailleurs. Dommage de ne rien en avoir montré. Ça sent le 3 après. (il y a 3 Jours)
GTB Oh, Konami et Bloober ont annoncé le remake de Silent Hill 1. (il y a 3 Jours)
face2papalocust @GTB: yep ca a l'air cool. (il y a 6 Jours)
Blackninja @Soda: et sur la Xbox Rog tu pourras jouer aux jeux Sony.C'est pas trop fort?!La machine ultime du coup. (il y a 1 Semaine)
GTB @face2papalocust: Vu que tu kiffes le principe, t'as vu Infinitesimals ? (il y a 1 Semaine)
face2papalocust Youpi Grounded 2 rien que ça je suis dans un bon état esprit.<3 (il y a 1 Semaine)
Driftwood Il est de nouveau possible de télécharger les vidéos sur le site. Désolé pour le mois et demi de panne. (il y a > 3 Mois)
Driftwood Retrouvez notre review de Rift Apart dès 16h00 aujourd'hui, mais en attendant Guilty Gear -Strive- est en vedette en home ! (il y a > 3 Mois)
Driftwood Nouveau live sur Returnal à 14h30 aujourd'hui. (il y a > 3 Mois)
Driftwood Rendez-vous à 17h00 pour un direct de 40 minutes sur Returnal (il y a > 3 Mois)
The first major point is that refresh rate tells us very little about the rate of animation. e.g. You could capture a football player running at 24 frames per second and display that on a 60Hz display and the 24fps running motion would appear jerky--even though the monitor is refreshing faster than the eye can detect.
Further, it must be remebered that a display rendering a 3D scene has to first overcome the obsticle of recreating 3D space and spatial motion on a 2D imobile screen. Second, a display must also adapt to the fact that objects can move across the screen ("animate") so fast that the rendered output, even at 60Hz, is missing significant gaps in animation substance.
The below graph represents 2 scenarios.
Scenario #1: No motion blur. 60Hz on a 720p display. The numbered columns represent a 1280 wide screen broken up to 60 columns, each consisting of about 21.3 pixels. The first frame (1/60) is the beginning frame, and the second frame (2/60) is the ending frame; in Frame1 the object is still and in Frame2 the object has moved to its new point.
Note that while the refresh rate is 60Hz, the object itself has bypassed 9 columns during 1/60th of a second. The display without motion blur doesn't represent or compensate for the missing information. The ball appears to teleport from one point to the next. Extrapolating this across 6 frames (1/10th of a second) the ball will blip, or teleport, to 6 points across the screen and disappear.
Scenario #2: Motion Blur; 60Hz on a 720p display. The numbered columns represent a 1280 wide screen broken up to 60 columns, each consisting of about 21.3 pixels. The first frame (1/60) is the beginning frame, and the second frame (2/60) is the ending frame; in Frame1 the object is still and in Frame2 the object has moved--and the data "lost" between screen refreshes has been similated.
Much like a camera or the human eye, data that could not be clearly captured in the refresh period has been simulated with blur, representing the movement data that is missing.
This is akin to taking a picture (with a 1/60th shutter speed) through a window as a ball passes by. Although it may be passing by at a high rate of speed greater than 1/60th second for the small window, the camera would detect the motion and record a "blur" in the picture.
While increased game framerate and display refresh rate will decrease this issue (120>60>30>15), for a 1280x720 display to completely resolve the lack of source material it would need to render at 1280fps with a 1280Hz refresh rate to account for fast moving horizontal objects. There is a point of diminishing returns, but as the graph illustrates, an object moving at 210 pixels horizontally per frame will cross the screen in 1/10th of a second and teleport 6 times. Putting this in the context of a display 36" wide, that would mean the object moves 6 inches per frame and has NO intermediate data between points.
Ps- I should point out the pictures of Che playing on a 3 system / 3 display setup actually demonstrates the importance of motion blur. By wrapping the displays to the perephrial vision, where the eyes daylight viewing rods and cones are far less dense, Che is getting an excellent perception of motion blur because the human eye isn't capable of sensing the same degree of clarity on the perephrial portions of vision. While not a substitute for motion blur, having the fastest moving objects (i.e. objects to the right and left move MUCH faster in screen space than objects in the far distance dead ahead) this sort of setup allows for a nice sense of motion blur due to the nature of the eye itself.
Optimusv2 said: "Gun for the 360 has better graphics than both Halo 3 and Gears of War"
It's nice! I like!
Where the crap is Shenmue 3 SEGA? Scrap that thing called Shenmue online and finish the Shenmue epic story on 360!
Were previous racing games like Gran Turismo 3 using motion blur? Thanks for the info though I learned a great deal :)
By teleporting do you think that the cars in Forza 2 will look like they are teleporting if there is no motion blur? You don't think we'll be able to get the sense of speed? I don't know.. I don't think the developers of a racing game would make such a monumental error so I guess all will be fine. Did you put this on the Forza forums? I hope you did.
Hironobu Sakaguchi is coming back to reclaim the throne :)
October 20th 2007 (A good day)
By teleporting it means the object just "moves" from one spot on the screen to the next. Imagine this: there is a UFO hovering on the far left of you 42" Plasma, and in 2 frames period of time it moves and stop on the far right side of your 42" Plasma. Without motion blur the UFO will do this:
Frame1: On the far left
Frame2: In the middle
Frame3: On the far right
ALL the movement data from left to center to right has been lost because it didn't appear in the render frame "snaptshot". When Frame2 "snapped" the object, it was in the middle.
Yet with a video film camera (like movies and TV use, as well as typical cameras taking consecutive shots with a 1/60th exposure time) you would see the UFO in the middle of Frame2, but the difference being that you would also see "streaks" of motion.
Why?
Just divide the time between Frame1 and Frame2 by 10. The UFO spends equal time in each of those 10 frame segments during the exposure time.
That is why it is technically inaccurate to render the frame without rendering the calculated velocity (motion blur).
Depth of Field, Motion Blur, HDRL, and so forth are techniques to simulate how the eye works in a 3D world in a 2D screen. Displays don't have light intensity, so they simulate HDRL through biasing light and bloom to react how your eye would. Displays don't have depth, they are 2D, so DOF simulates the effect of looking at an object and non-focused objects looking hazy. And Motion Blur accounts for the disparity of displays with limited refresh rates not representing missing motion that film and the eye would naturally pick up (because we all know that an object doesn't move 6 inches instantaneous between frames but gradually moves throughout the frame transition, see animation tweening).
If Motion Blur is useless at 60fps it is nearly as useless at 30fps for the reason motion blur is compensating not only for the limitations of display frequency but as well as RENDER frequency.
The fact FM2 dropped from 12 cars to 8 cars is almost certainly due to performance. Would the game be better with more cars? Seeing as they spent over a year -- maybe 18 months -- designing their game with 12 cars at a time in mind it surely seems it was the goal and design plan.
Optimusv2 said: "Gun for the 360 has better graphics than both Halo 3 and Gears of War"
Wii60!
I honestly think Che just doesn't know what the hell he's talking about. Like seriously he's there with them everyday as they are developing this game, but even so he clearly doesn't fully understand what they are doing at all times especially the tech heavy stuff. For all we know they are using something that looks like motion blur, but just aren't calling it such.
Also Acert I think there is a heavy bit of underestimating of the developer's basic skills going on here. You think they'd ship a simulation racer where things are warping? Even with no motion blur there wont be any warping going on. People's eyes just like they always have will adjust to whatever they need to in order to enjoy the game. Yea the developers lied about original features, but now its time to get over it. I think the fact that people are still paying attention to this one after all the news is proof a lot of people want it.
Hironobu Sakaguchi is coming back to reclaim the throne :)
October 20th 2007 (A good day)
To make it clear: Che didn't release the 12 car, 18 track, motion blur, etc PR. That was the Turn10 development leader, Dan Greenawalt.
Further, Che is a MS employee. Almost everything he says passed through PR first and he is TOLD what to say. That is his job.
Why do you think he says he has info for Friday and then turns around and says "maybe next week"? It is because he was told to tell people it was coming, and THEN told it wouldn't be and HE had to tell everyone. If he was a loose cannon he would just leak the juicy stuff.
170 pixels, 5 inches, 12 degrees.
The issue isn't whether FM2 or other games are bad games.
The issue is downplaying a feature (your formerly bragged on!) as well as misinforming the public about the technical aspects of said feature.
I have spent a bit of time defunking inaccurate and misleading information about RSX, Xenos, Cell, and Xenon in the past. Op you are aware that I spent a lot of time disecting the E3 2005 PR about "2x faster" and what not that Sony slides had and thus far the games on the market have proven me right: The Xbox 360 GPU isn't half RSX, but in many cases can be even faster.
So this is no axe to grind or effort to defend one platform over another. It is simply my continued goal to cut through FUD and present fair, objective discussion on a matter. If I am wrong I am wrong -- but not because I am taking up the Xbox Evangelizing cause or have been bought out by Sony.
Optimusv2 said: "Gun for the 360 has better graphics than both Halo 3 and Gears of War"
So basically, the only way of having REAL natural motion blur is to play FM2 on a 14" display?
I agree they've done way too much talking about the project from a graphical standpoint, but in a way I understand why it was done. It seems as if it was specifically picked out as a title that Microsoft would use to brag about the power of the 360 well before they had any idea what features would even make it into the game. Looking back at E3 06 the talk about its graphical features surely helped the 360 hype machine. There was a time when people thought Forza 2 can do no wrong its going to be perfect in every way possible (I was one of them) and now the reality is hitting, but I'm dealing with it as the guys on the forza forums said the first demo of the first forza was terrible then the final game made drastic turnarounds and it was a killer title.
I'll give them the benefit of the doubt. I would've liked more pretty environments to look at so its a bit of a bummer that stuff was cut. Also you're right we are likely being way too hard on che as he's only being told what to do by his bosses. So we shouldn't be blaming him for all that. He was afterall one of my favorite guys on the 1up show :D
Hironobu Sakaguchi is coming back to reclaim the throne :)
October 20th 2007 (A good day)
http://www.youtube.com/watch?v=ateQQc-AgEM
Best Batman MV Ever!
Hironobu Sakaguchi is coming back to reclaim the throne :)
October 20th 2007 (A good day)
I just asked a simple question
http://www.youtube.com/watch?v=ateQQc-AgEM
Best Batman MV Ever!
Optimusv2 said: "Gun for the 360 has better graphics than both Halo 3 and Gears of War"
Also, nice article Acert, i'm half sleep right now so can't really understand it all. But I'll reread it again later when I'm more awake:)
http://www.youtube.com/watch?v=ateQQc-AgEM
Best Batman MV Ever!
I'm not bad mouthing it, but I think by now I've seen everything that game is going to be doing from a visual standpoint so I assume if Forza manages to achieve a number of the things that its expected to then it should look better visually.
Hironobu Sakaguchi is coming back to reclaim the throne :)
October 20th 2007 (A good day)
Maybe a nap perhaps :)
http://www.youtube.com/watch?v=ateQQc-AgEM
Best Batman MV Ever!
Hironobu Sakaguchi is coming back to reclaim the throne :)
October 20th 2007 (A good day)
-------------------------------------------
All I know is, at 60 fps, motion blur is not needed and wouldn't enhance the smoothness much (if at all)
I can notice the difference between 30fps and 60fps. Even games that overage over 100fps on my display (75Hz) and Vsync enabled I can detect some hitching when their are minor drops (e.g. BF1942 with a 6800GT is capped at 100fps and mainly stays there but may see very, very short dips). Tearing bothers me much more than 30fps, and an unstable high framerate than a lower locked one.
So I can "see" a display refresh rate difference, and the impact it has on fluidity, but I am not as sensative to it as I am to other factors. In most games it doesn't impact my gaming experience much.
But I think the "60fps solves all problems" mantra (currently being pushed by Turn10) is very misleading and confuses the display refresh rate (and the associated fluidity of the screen) with object velocity -- two very different problems.
60fps may be substantial enough for your eyes to resolve all motion velocity issues, but I must say not for mine. Not even close. See the following attachement for an example of the issue imo:
A1 / Frame1: The Ball is not on screen.
A2 / Frame2: The Ball has entered the screen space about 50 pixels.
A3 / Frame3: The ball, in 1 frame's time the ball has moved nearly 1000 pixels from left to right.
B1 / Frame1: The Ball is not on screen.
B2 / Frame2: The Ball has entered the screen space about 50 pixels with associated blur due to motion.
B3 / Frame3: The ball, in 1 frame's time the ball has moved nearly 1000 pixels from left to right. Not that motion blur is present expression the object velocity and motion during the duration of the 1/60th exposure.
In Example A, the problem is that the object blips across the screen. It is impossible for your eye to compensate for the missing motion (as a camera or the eye would) because there is no data for the eye to interpolate. As far as they eye would be concerned in this scenario it is just a circular object (UFO?) popping up on the screen for 2 frames and dissappearing. Little, if any, sense of motion is conveyed.
In Example B, the object's velocity is considered. The ball is moving at a very high rate of speed and during the 1/60th exposure of the frame the places the ball was during the frame are represented.
And that is the difference: Example A (60fps without motion blur) treats moving objects as if they appear at static, singular positions during the frame.
In Example B, which is more realistic, an object is expressed as its placement during the entire exposure and not as an arbitrary point.
Now this is an extreme example, but there are similar conditions you will see in a racing game. A fast turn will see the gamers field of view change very quickly, and a spin out could see > 10 degrees (over 150pixels) of change in the centerpoint on a 720p display (about 4 frames from center to off screen). And most commonly are objects on the perephrial portion of your field of view. While driving down a straight away at 200MPH objects in the center of the display and at a great distance away have very little relative movement on the screen. But objects on the far right and left of the display are moving EXTREMELY fast as they pass by. And object 25% from the far left or right in Frame1 may not even be on Frame2 due to the speed of the car.
So what Che/Turn10 has said, that at 60fps there is no need for motion blur because 60fps recreates all the blur, is not true at all.
YMMV with your eyes and what you are comparing/contrasting it to. Granted a lot of racing fans have yet to see a 60fps racer with "propper" motion blur so it is hard to get excited about it. But there is a reason why Bizzare and Turn10 were both aiming for 60fps AND Motion Blur.
It seems both feel short, one on 30fps with and the other 60fps without.
And I would say that statements like, "All I know is, at 60 fps, motion blur is not needed and wouldn't enhance the smoothness much (if at all)" sound very, very similar to the:
"All I know is, at 30fps, the game is smooth and 60fps is not needed and wouldn't enhance the smoothness much (if at all)".
And while this is my opinion, I am a very firm hunch that by the Xbox3/PS4 gamers will be demanding motion blur at 60fps for an improved sense of motion. 30fps with, and 60fps without, won't match up to the graphic-centric "desire". Of course the portion of the market demanding such is small, likewise the segment demanding 60fps. In the FM2 case there is no game pushing them to this standard. Once a technically solid racer appears that does both I think people will be more inclined to demand both. IMO of course (as what people what/demand, well, is hard to gauge... Wii?)
For me it is a selling point. FM2 is one of the games I have been looking forward to and might compell me to a purchase. The PR handeling of FM2 is pretty poor, especially the delay+significantly cut content and features.
On the other hand I think their rebalance of the lighting, toning down of the HDR, and toning down of the reflections has done a TON for the graphics. Right now graphically it looks fine to me (a good next gen racing game... ableit I will wait to see it in motion to make my final judgement!) So I am not dogging FM2, I am mildly surprised at the progress they have made. But I am annoyed that they market a laundry list of features... and then fail to deliver on many.
And even more annoying when they make factually incorrect statements to sick on the "haters" as Che keeps saying.
Optimusv2 said: "Gun for the 360 has better graphics than both Halo 3 and Gears of War"
you should run for president and the end of the world should come. :P
Life goes on ..
Marumaro for the WIN !!
In regards to this thread the point isn't whether FM2 will have it, but the question: Is it needed? Isn't 60fps all we need? And the facts are a resounding no, this isn't true.
You can discuss FM2 in the other thread (which I left to post here because some posters a. don't seem to comprehend certain points being made and b. a clean thread devoted to a single technical issue wouldn't get lost, or detract, from the discussion).
At the end of the day 60fps doesn't resolve object velocity viewed on screen, and that is the point of this thread.
Optimusv2 said: "Gun for the 360 has better graphics than both Halo 3 and Gears of War"
And try not to be so rude hey, your a mod, try and set an example.
I get your point, however my point was it doesn't matter dev's don't listen to fans (at least rarely) time and time again MS and Sony fob us off with what is best for us as consumers, it's something we have to get used to.
Personally i would sooner have 60 fps than motion blur because fluid motion is more pleasing to my eye than blur.
Marumaro for the WIN !!
You came in here, without fully reading what was written, misunderstood the discussion, went off topic and were "telling me how it is" without even comprehending the point of the thread and engaging the thread discussion.
Your comments about Turn10 are off topic, and telling me to "get over it" is very much out of line as this is the correct forum to be discussing technology and whether PR-tech speak is accurate or not.
This forum is here to answer those very questions, and be a repository of information so when these questions come up again they don't need to be debated endlessly.
Pointedly: 60fps will not give you fluid motion in regards to objects moving at a high rate of speed across a display.
Fact. End of story.
If you disagree with this fact, you can start by reading the following points and explaining why it is technically incorrect:
A1 / Frame1: The Ball is not on screen.
A2 / Frame2: The Ball has entered the screen space about 50 pixels.
A3 / Frame3: The ball, in 1 frame's time the ball has moved nearly 1000 pixels from left to right.
B1 / Frame1: The Ball is not on screen.
B2 / Frame2: The Ball has entered the screen space about 50 pixels with associated blur due to motion.
B3 / Frame3: The ball, in 1 frame's time the ball has moved nearly 1000 pixels from left to right. Not that motion blur is present expression the object velocity and motion during the duration of the 1/60th exposure.
In Example A, the problem is that the object blips across the screen. It is impossible for your eye to compensate for the missing motion (as a camera or the eye would) because there is no data for the eye to interpolate. As far as they eye would be concerned in this scenario it is just a circular object (UFO?) popping up on the screen for 2 frames and dissappearing. Little, if any, sense of motion is conveyed.
In Example B, the object's velocity is considered. The ball is moving at a very high rate of speed and during the 1/60th exposure of the frame the places the ball was during the frame are represented.
And that is the difference: Example A (60fps without motion blur) treats moving objects as if they appear at static, singular positions during the frame.
In Example B, which is more realistic, an object is expressed as its placement during the entire exposure and not as an arbitrary point.
Optimusv2 said: "Gun for the 360 has better graphics than both Halo 3 and Gears of War"
Hironobu Sakaguchi is coming back to reclaim the throne :)
October 20th 2007 (A good day)
Your still rude, and still a mod, so how about being less condescending.
Also reading comprehension would insinuate that i have reading difficulties; I chose not to read it, mainly because your posts are too long and take up too much of my time.
Marumaro for the WIN !!