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Brothers In Arms 3 - First Screens |
Listed in: PS3, Xbox 360 Tags: xbox 360 titles
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The original Brothers In Arms was an innovative WW2 shooter that merged elements of real time strategy, squad based combat and first person shooter action.
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Shouldn't this also be in the 360 news rather then just the ps3 news?
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This looks nice. Im Sure it will look even better on PS3
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What makes you say this?...because it is made by sony?
I hope you know that this will be made by the same devs....you amaze me.
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He's obviously a PS3 fanboy.
Anyways, yes it is another WW2 shooter, but quality over quantity. Especially in video games. I have good hopes for this, I like the SP campaign. MP isn't anything to brag about... I'll most likely be trying it out.
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I'm not saying that it won't look as good on X360 as it does, but there are things that say STRAIGHT in your face that these come form PS3:
1.Subsurface scattering - not possible, or at least not shown yet on X360.
2. High polygonal models - not possible on X360 - or rather, it is possible, but won't be seen on X360.
All X360 can do is low poly model with some great mapping and HDR (GeoW for example) .
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2. High polygonal models - not possible on X360 - or rather, it is possible, but won't be seen on X360."
What...in the hell are you talking about..."high polygonal models"
"or rather, it is possible, but won't be seen on X360." Do you have any idea what in the world you are talking about?
"All X360 can do is low poly model with some great mapping and HDR (GeoW for example) ."
you sound alot smarter when you don't post.
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I guess that you want me to explain what all these effects are, right?
I will, because I'm a good man:
1. Subsurface scattering- to apply it you first need multi layered model, it's something that you don't see in games today, and it wasn't shown in X360 games up till today.
What does it do? It produces reflection from scattering from a layer that is below the main surface.
2. This one is pretty easy, that's how you call models that are built out of many polygons, personally I think that high polygonal model is built out of at least 1 mln polygons, but this term is usually used to describe models that are built out of over 100k polygons - it wasn't shown in any X360 game, you can see such models in MGS4, Lair, Heavenly Sword, Killzone 2, TEKKEN Next, Genji 2, Ni-OH - they look amazing and have details not seen in low poly models like individual hair for example.
3. Now about GeoW, you probaly already know, that GeoW uses models built out of around 10k polygons - but it looks amazing, doesn't it? That's because of mapping, and because it uses HDR lighting.
Mappiing is a technique that allows low-polygonal models to look almost as good as high polygonal models.
To use mapping graphic has to create high-polygonal model, take a map of it and apply it to low polygonal model.
So why use high-polygonal models, if it looks nearly the same? Because high-polygonal models allow for other physique and lighting techniques.
HDR it's greatly described at Wikipedia: http://en.wikipedia.org/wiki/High_dynamic_range_imaging
There are lots of mapping techniques, from bump-mapping to normal mapping, it's too much information for me to write in here.
Doesn't Fight Night 3 look great? Of course it does, but check out fighters hair - that's an easy way to reckognize low polygonal model from high polygonal models.
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hmm...how come I am so smart, but yet I am unable to make an objective comment or even realize that I am fanboy? Back to the thinking board.
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And? I know what it is knowledge. No need for you to be a *deleted* by posting, "look here if you don't know what hdr is" I never said I didn't I never asked for you to tell me. I asked why are you a fanboy.
"There are lots of mapping techniques, from bump-mapping to normal mapping, it's too much information for me to write in here."
I don't need a course in bull***** knowledge. I know the terms you are using.
But saying, "Low poly...yea...it is really bad...you need to have alot of polys...all 360 games have low poly...and will always have low polys. All the ps3 games will have 1 bajillion polys!"
and it wasn't shown in X360 games up till today" So because no previous game had it...that means that since this game has it and will be coming to the 360 and ps3...that means the ps3 will be different because past games didn't have it?
What makes you think the360 isn't capable of it?
"There are lots of mapping techniques, from bump-mapping to normal mapping, it's too much information for me to write in here."
Again I did not ask for any information. I asked a simple question, "fanboy?"
You think because the first launch of games didn't have high polys that the 360 isn't capable of it and only your "godsend" ps3 is.'>First off. I know what "terms" you are using. What I was getting at is you are making ***** up knowledge.
"HDR it's greatly described at Wikipedia: http://en.wikipedia.org/wiki/High_dynamic_range_imaging"
And? I know what it is knowledge. No need for you to be a n ***** by posting, "look here if you don't know what hdr is" I never said I didn't I never asked for you to tell me. I asked why are you a fanboy.
"There are lots of mapping techniques, from bump-mapping to normal mapping, it's too much information for me to write in here."
I don't need a course in bull***** knowledge. I know the terms you are using.
But saying, "Low poly...yea...it is really bad...you need to have alot of polys...all 360 games have low poly...and will always have low polys. All the ps3 games will have 1 bajillion polys!"
and it wasn't shown in X360 games up till today" So because no previous game had it...that means that since this game has it and will be coming to the 360 and ps3...that means the ps3 will be different because past games didn't have it?
What makes you think the360 isn't capable of it?
"There are lots of mapping techniques, from bump-mapping to normal mapping, it's too much information for me to write in here."
Again I did not ask for any information. I asked a simple question, "fanboy?"
You think because the first launch of games didn't have high polys that the 360 isn't capable of it and only your "godsend" ps3 is.
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I cant believe I missed that out of your post. Ok where to start where to start. Large parts of the mgs4 trailer where low poly and used the very same technologies you where saying where crap on the 360. Secondly all of the other games you just mentioned are call pre rendered cg custscenes. So of course they are high poly. You won't see a poly count like killzone 2 until late on in both the 360 and ps3s life cycles, I mean that video was insane.
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"2. High polygonal models - not possible on X360 - or rather, it is possible, but won't be seen on X360."
I suppose this one depends greatly on what you call "high poly", but I'd say the fighters in Fight Night are extremely high poly for a videogame. I hope this clears up some things for you.'>First of all, these shots are in fact from the game as it is running on 360 devkits. Second
"1.Subsurface scattering - not possible, or at least not shown yet on X360"
SSS could be possible on the 360, it could also be possible on the PS3, though to what extent in realtime, also you don't need a multi-layered model, you need a model with multiple shader passes, something we've been doing since the Xbox days. Trust me I know it's possible because I'm working on a 360 game and we've got HDR and SSS running. gameplay is unknown, it's likely that blur maps will be used to simulate the effect, but if you've seen the UE3 technical demonstrations, you'd know that they are possible using the engine.
"2. High polygonal models - not possible on X360 - or rather, it is possible, but won't be seen on X360."
I suppose this one depends greatly on what you call "high poly", but I'd say the fighters in Fight Night are extremely high poly for a videogame. I hope this clears up some things for you.
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Subsurface scattering with multiple shader passes? Nope.
Maybe it's something that I don't know about, but to get subsurface scattering you first need a subsurface to base it on.
Though you wrote "simulate the effect" - that's more like it, but it's not the same thing.
Now about MGS4, Lair, Heavenly Sword, Killzone 2, TEKKEN Next, Genji 2, Ni-OH, I thought that I mentioned that Killzone is most probably pre-rendered, same thing with TEKKEN.
But on PlayStation Meeting (I don't know whether it is possible to get trailers from it) they showed Ni-OH trailer, in real time, what about it? Character's faces sported over 1 mln polygons, and it was all shown, and it wasn't just a simple face demo, it was a whole scene with couple characters and enviroments, of cource they had SSS running, materials simulation it was all described greatly, I don't remember everything, but it reached Killzone 2 level of details easily.
Genji2 was also present at that presentation, also in real-time and they also described all the techniques used in it.
Lair - 100-170k polygons per dragon with hundreds of them on screen, subsurfaces multitexturing, HDR - need I say more?
Heavenly Sword, all in real time, thousands of units on screen, normal mapping, they used something in exchange with HDR tough.
Now what's the point? All of this games looked equally as impressive as Killzone and TEKKEN trailers.
They might just be tech-demos tough, but they showed that it's possible to reach this level of details on PS3.
Why X360 won't sport high polygonal models and SSS?
Let's start with shading performance, unified shaders are great when it comes to efficiency (you can use most of the power all the time), but they are much weaker than individual pipelines, so losing all the operations would make games look worse than they do with mapping and HDR.
X360 uses GDDR3 memory, and there's only 512 MB of it, the most important thing is that both CPU and GPU share the same memory, it isn't a good resolution when it comes to bandwidth - so games would be choppy.
But PS3 also has 512 MB memory right? Yeah, only that it 2 memory units, one for GPU and one for CPU - so there are no bottlenecks, and the most important thing is that Cell has XDR memory - it's fast enough to allow for alot of data flowing, and that is needed when using SSS or high polygonal models.
Also CPU cores share only 1 MB of L2 cache - it's not enough to store the needed data.
So: X360 won't sport this effects because it just isn't powerful and fast enough. It wouldn't be smart for developers to use memory for high polygonal models and shader ops for effects like SSS.
BTW, you might say that I'm a fanboy, because I go against X360, but it's not like that. I just believe official specifications, benchmarks and the look of games more than internet speculation.
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