Sunday, 27 February 2011

Updates At IQGamer

Okay, so as you might be aware there hasn't exactly been the most amount of updates here at IQGamer over the past week or so. The end result is that our plans for covering Killzone 3 - along with a few other titles - have been scuppered.

Well, almost. You see, behind the scenes I'm working on a few other projects - tech-related of course - which will eventually benefit readers of this site, in time. Currently, this means juggling a barrage of video editing, writing and having to head off to my day job also. All of which leaves very little time to work on additional content for IQG.

However, the end result should be well worth the wait. And once I get completely up to speed there will be more content forthcoming. Until then, you'll all just have to bare with me for a bit. Rest assured that I'm not sitting around and taking time off. Having worked on one thing or another practically every day of last year, I'm not about to stop now.

Anyway, this was just a little update to let you all know that I haven't simply disappeared and left IQGamer behind.

Tuesday, 22 February 2011

Microsoft Opens Up Kinect SDK

While the Kinect might have been 'hacked' early on, with plenty of intriguing homebrew software showcasing potential beyond most concepts MS has in current retail software, everything had to be done via custom tools and without access to Microsoft's skeletal tracking software. However, the company did officially state that they 'intended' Kinect to effectively become an open system of sorts, allowing home users to spurn their creativity in producing software for the device. And now that is finally become a reality.

Today, Microsoft revealed that it would be releasing a non-commercial version of the Kinect for Windows software development kit (SDK) at some point this spring, with a fully-fledged commercial version coming further on down the line.

"Microsoft's investments in natural user interfaces are vital to our long-term vision of creating computers that are intuitive to use and able to do far more for us. The fruits of these research investments are manifesting across many of our products, Kinect for Xbox 360 among them."

The company hopes that this will bring about an influx in new controls interfaces being developed, many of which could lead to even better Kinect gaming experiences. Although, it also appears that Windows-based applications are initially as important here. The fact that Windows 8 is hotly debated to have some kind of camera-based motion control as standard, and that the initial run of SDKs is aimed at the non-commercial, academic market shows that MS are covering all bases.

The release of the non-commercial SDK is primarily aimed at academic research companies and home enthusiasts, giving them a range of tools to make starting out developing for the device a lot easier. Whereas, with the commercial SDK release afterwards, creators and companies can produce retail products which use the device, much like in the way XNA allows smaller teams and individuals create Xbox 360 experiences on a budget.

Currently the kit only concerns Windows development and not development for the actual Xbox 360 console it self. It is perhaps more likely that MS will expand the XNA program to include a Kinect component to that SDK, rather than allow full access to the console's development environment.

Thursday, 17 February 2011

Tech Report: Killzone 3 MLAA Update

MLAA, for many, might be considered the 'holy grail' when it comes to anti-aliasing on the PlayStation 3. As more traditional methods, such as MSAA and QAA, are either too bandwidth heavy or, in the case of QAA specifically, feature unwanted IQ impeding side-effects, Sony's custom AA solution largely mitigates both of these concerns. But it's not perfect. MLAA has its own set of drawbacks, and as a result needs to be tweaked accordingly when used in different titles.

By far the most impressive use of MLAA thus far, comes with its inclusion in Sony's God Of War 3. Killzone 3 however, demonstrates both the benefits and limitations of the technique: there is both ample coverage of well AA'd pixel edges and a myriad of frequent sub-pixel issues. By comparison, the QAA found in KZ2 does a better job of dealing with this, although at the expense of having clean and crisp IQ. Texture details are blurred, and image sharpness is lost.


With Killzone 3 quickly approaching release, and with the single-player demo now available to all, we thought it a good idea to see just how well the MLAA works in the latest public build of the game, saving any definitive conclusions until our final tech report on the final retail game.

The latest demo allows us to scrutinise the game closely on a near-fully ISF caibrated display, which I might add, features very liitle in the way of grayscale errors (noticeable by eye that is), perfectly set contrast, brightness and sharpness. Plus the gamma curve is at a ideal 2.2. Thus, this allows us to get by far the most accurate picture of what is going on.

By contrast, the build I played at the Eurogamer Expo (same demo level) was presented to attendees on uncalibrated Bravia displays, left on eye-blazing Dynamic modes, and the game itself shown off in 3D, upscaled and distinctly fuzzy. Hardly test material, if there was any to be had.

So, with that out of the way, today we're going to take an updated look at the use of MLAA in Killzone 3. Obviously, the question is, just how does it fare at this point in regards to its current implementation?


The end answer is actually very well. All things considered. While the use of MLAA still has its problems, the many benefits that it does provide - to both the engine and the finished graphical look of the game - does indeed, mitigate these somewhat. Image clarity is far superior to that of Killzone 2 - texture detail is reassuringly sharp, the display is crisp and the level of AA is excellent on regular pixel edges.

As we mentioned earlier, the use of MLAA needs to be customised when used in different types of games, each with their own visual nuances. In most cases, titles with objects made up of larger geometry, rather than ones with smaller, finer details are perhaps most suited to the technique. Killzone 3 falls into the later bracket, and as a result we see some obvious side-effects of the morphological solution that break the otherwise accomplished use of AA.


For a start, it's pretty clear that most objects get a fair amount of edge smoothing - more than what would be possible with 4xMSAA in many scenarios. However, the more complex and intricately detailed parts of the environment - ones made up of small pieces of geometry - suffer from noticeable edge shimmering, and what looks like soft, crawling edges.

With more in the way of detailed geometry being pushed about on screen this time around, the use of MLAA isn't perhaps as impressive as it would be in a completely different scenario. The greater the amount of thin geometry in the scene, the less in the way of decent edge smoothing is present. In the end, we're left with anything between 2x to 16xMSAA levels of anti-aliasing in total, with that being largely scene and geometry size dependant.

That said, the core of the issue is sub-pixel based; when looking at the actual pixel edges - and most of the scene in general - you can see that those edges have been smoothed off. And to an extremely high standard.


For those who aren't aware, MLAA only works on pixels. It doesn't cover sub-pixels (triangles that are smaller than the pixel size of the rendering resolution).

You see, MLAA works on finding edges by analysing the pixel structure in combination with using a depth buffer. It doesn't work on geometry at all. High contrast areas stick out clearly, and thus these parts of the scene effortlessly receive AA. Low contrast ares - like transition between textures - are harder to detect. But unlike QAA, Sony's MLAA implementation doesn't blur texture details.

By comparison, MSAA - and indeed SSAA (supersampling) - work on both the pixel structure and on available sub-pixels to some extent, meaning that the accuracy of the anti-aliasing is superior in comparatively high levels to MLAA, even if it is far more performance heavy. MSAA generally incurs a higher memory and processing cost than MLAA. Definitely in the case of 4x or more, but also compared to 2x in terms of KZ3's implementation; which is not only computationally lighter, but consumes less memory as well.



In order to tackle the current sub-pixel shimmering issue, Guerrilla Games would have to modify their MLAA code to work on both pixel and sub-pixels through an entire scene. This would come at a greater processing cost overall, whilst eroding away a larger amount of memory, thus reducing the very benefits that MLAA provides - it's relatively cheap, great on high-contrast edges, and can provide up to 16xMSAA type coverage on some surfaces.

Failing that, the other option that they could use, is to combine 2xMSAA following up with MLAA afterwards. Having both forms of AA would provide better sub-pixel coverage ( as in, they would have some), while obtaining much higher quality edge smoothing as a whole. However, like we've just discussed, additional resources would be required that would take away from other parts of the game's graphical make-up. In which case, MLAA on its own is more than a fair compromise.


But for now, the demo privides us with a good indication of how the final game will fair. Sure, the code is at least a couple of months old. But Guerilla have had ample time to to make small improvements since work on the demo was completed. In any case, its current implementation of MLAA - as seen in the demo - is still vasty superior than the low level of MSAA found on consoles. There's plenty of edge smoothing that is completely successful, which helps put to rest some of the niggles that come with the technique.

Wednesday, 16 February 2011

Sony Locks Out Hacked PS3 Users From PSN

Phase one of Sony's plan to re-secure the PS3 came with a series of firmware updates. But now the company is turning towards the very individuals that use these exploits; whether that be for homebrew use or for piracy.

In a statement issued on the company's PlayStation Blog, Sony revealed that it would ban anyone found using the GeoHot exploit - or any exploit, jailbreak or otherwise, for that matter - from the PlayStation Network. However, users are still being given a chance. So long as they remove all software and hardware pertaining to the hack, they will be clear to use PSN services as per usual.

"Consumers using circumvention devices or running unauthorized or pirated software will have access to the PlayStation Network and access to Qriocity services through PlayStation 3 System terminated permanently.

"To avoid this, consumers must immediately cease use and remove all circumvention devices and delete all unauthorised or pirated software from their PlayStation 3 systems."

This was added to with further input from James Gallagher, manager of the PS Blog:

"By identifying PlayStation 3 systems that breach our guidelines and terminating their ability to connect to PlayStation Network, we are protecting our business and preserving the honest gameplay experiences that you expect and deserve.

"Rest assured, this message does not apply to the overwhelming majority of our users who enjoy the world of entertainment PlayStation 3 has to offer without breaching the guidelines detailed above, and we urge you to continue doing so without fear."

For users of devices such as PS Jailbreak and other hacking solutions, this is something that was always going to happen - it was inevitable. But for the more serious of homebrwers, Sony's latest decision is unlikely to sway them away from downloading and creating custom content for their consoles, while the ability exists for them to do so.

After all, this was something that the hacking community experienced before with the PSP: being locked out of playing new release titles at the expense of being able to continue running custom code and modified firmware.

However, the idea behind the company's most recent tactic, is to minimise the damage caused by piracy - the downloading and distribution of copied games - while also deterring others from potentially opening themselves up to these possibilities.

Along with the 3.56 system software update - and a few new patches currently being worked on - Sony seem to be targeting every avenue in the hopes that the current leak will be contained, at least partially. But more importantly, kept well away from the mainstream public domain. At least, while they still have that chance.

Tuesday, 15 February 2011

More Crysis 2 Console Info Surfaces

As your should be aware by now, an unfinished version of Crysis 2 for the PC has been released all over the internet. Videos and screens have been posted, often revealing many potential spoilers. Furthermore, many have also been removed by EA, who is desperately trying to stem the leak.

In addition, the config file for the game has also found its way into the public domain, thus revealing the individual graphical configuration for all three builds of the game. And, when backed up with the information gleamed from the leaked build, a more detailed picture of how both console versions operate in comparison to the PC game is now available.

Starting off, here we have two separate videos showcasing both the PC and Xbox 360 versions of the multiplayer beta.

http://www.youtube.com/watch?v=e6UDxQYLWgw&feature=player_embedded

PC

Edit: PC video removed by EA.


360

Other than some brightness and contrast differences, we can see that the 360 version is reasonably close to the PC game on the whole. Essentially, the PC beta is running with ‘medium’ settings enabled on 'Advanced', while the 360 game uses similar settings as a baseline for overall graphical finesse. In fact it looks like the 360 is running in between 'low' and 'medium' with additional features at 'high'.

Interestingly, both the leaked game for the PC, and the config files show that while both the PS3 and 360 versions use ‘Medium’ settings, they also have a few features tweaked to run higher than that. For example, on the 360 certain effects, like some of the lighting, are running in customised ‘higher’ settings, thus bridging the gap between console and computer even further in some areas, whilst LOD and shadowmap update are based around 'Low' settings. DOF looks like it could be 'Medium'.

In addition, the files also bring us a little closer to finding out just how well the PS3 version of the game will stack up against the 360 one. Previously, information uncovered hinted that, besides a difference in v-sync and LOD issues, both versions would be basically like for like. Now it turns out that may not entirely be the case – the PS3 build actually incurs some very minor cuts, apparently and, one significant gain.

Looking at the config files, things that stand out are the Watertesellation , FogDepthTest, and VegetationSprites, which have different values set per console. On the PS3, both FogDepthTest and VegitationSprites are switched off; effectively absent from the game, while the value for Watertesselation reveals that the water effects should be more detailed compared to the 360.

Another difference that has been sighted since our Tech Analysis of the 360 multiplayer beta, is that the LOD settings for the PS3 seem to be the same as the 360's, meaning that outside of some vegitation being cut, there shouldn't be any additional LOD issues impacting on the look of the game. V-sync, thus far, looks to have different perameters. But as to what this actually means in terms of performance; that isn't exactly clear.

Some of the config info though, should be approached with caution, as some details are a little off. For example, the PS3 version is listed at running in 1280x704, while the 360 in native 1280x720, which we know isn't the case.

So far, it seems that all the evidence points to the PS3 version being largely identical, or at least on a par with the 360 game; give or take one or two features. However, with still nothing being shown - with conspiracy theorists sighting everything from paid Microsoft and Sony deals, to the build being in disrepair - we, along with everyone else, are still left in the dark as to the true visual nature of the game.

Saturday, 12 February 2011

Crysis 2 Leaked, Specced Up

The last few days have probably come as a shock to Crytek. Crysis 2, or rather, an incomplete version of the game, has been released onto the interweb. With news spreading to all corners of the online world, videos and media, along with brief impressions have been popping up. It's now possible to see just how well the title performs on various configurations and graphics quality settings. Not to mention gain a more intricate look at the game's impressive GI solution.

From the first trickles of media, it is possible to see just how accomplished Crytek's implementation of single-bounce global Illumination really is. Free from the confines of the limiting XBLA demo, and into a wider world, the full force of Crysis 2's real-time approach to lighting the scene can be felt.


New shots - taken by players themselves - instantly showcase noticeable evidence of the game's GI system at work, in addition to a range of high and low quality effects - dependent of course on the settings chosen by the user. In the very shot above, you can see the light bounce on the buildings on the right coming from the windows on the left. With lots of complex scenery, and many different places for the light bounce to occur clearly, its effects are less subtle in nature, but more impressive because of it.


In the leaked build, users are reporting three high quality graphics modes for Crysis 2; 'Gamer', 'Advanced', and 'Hardcore', which replace the options found in the original Crysis. The above are basically 'Low', 'Medium' and 'High' I believe, with 'Low' being the setting used by the console versions of the game. 'Medium' in terms of the original Crysis. Below you can see what the game looks like when toggling between the three options.


Gamer


Advanced


Hardcore

As you can see, there is a huge difference between 'Gamer' and 'Hardcore', and even 'Advanced' falls a little short from nearing the leaked game's top-end setting. Texture detail is upped as you venture through each of the modes. You can also see extremely high levels of AF too, in all modes, along with better shadow filtering and higher-quality shadowing as you go upwards. But most of all, an increase in lighting.

With 'Hardcore' in particular - although it's there with 'Advanced' as well - you can see what looks like god rays shining down through the trees and into the surroundings. Currently, we're not sure if this is part of the game's GI implementation, or just an additional piece of lighting that's been put in to complement it. But it sure looks very impressive.

As Crysis 2 is using a differed rendering pass for its lighting, this enables it to have many additional lights on screen above that of what Crytek's GI solution allows. It could be a separate dynamic lightsource, but I guess the proof will come in motion, as when the trees move we should see a change in how the light reacts with the rest of the scene.

Edit: the last video below shows the effect in action on the 'Hardcore' setting.


In terms of performance, one individual posted that they are managing to get a 60fps update at 720p, using 'Hardcore' quality in DX9. And was using an NVIDIA GTX460. Although, no CPU or RAM specs were given. With that said, it will be interesting to see just how the game fares on my rig in both the highest settings, which features an overclocked GTX460, an iCore 5, and 4GB of RAM.

My preference is full 1080p - matching my monitors max res, as scaling is IMHO rather crap on it. Although, there's always my HDTV, which is completely the opposite in this regard - with 4xMSAA and 8xAF, and everything else set to max. Basically a combination of high-end console settings and top-spec PC configuration. I'm willing to guess 30fps and below, especially in heavy load scenes, and with v-sync enabled.

http://www.youtube.com/watch?v=wC8cs1StFak&feature=player_embedded

(YouTube video removed by EA)

Moving on, and the many uploaded videos of Crysis 2 showcase the game's stellar use of lighting far better than either of the two multiplayer maps available on the Xbox Live demo - one of the maps was a randomly accessible easter-egg of sorts. In the video above, we see a segment whereby, as you are running through a building, a rocket comes shooting past the windows, while your surroundings are shaking and crumbling around you.

Noticeably, the light bounce from the rocket flames clearly illuminate inside the office building - a perfect example of the real-time GI. In addition we see large segments of destructible scenery, and loads of alpha-heavy particle effects. All the while, the engine is accurately lighting and shading everything on screen. It's very, very impressive to say the least.



Another video demonstrates the game running at 'High' detail levels on DX9, which shows how much better the game can look on PC compared to consoles. Image quality is noticeably superior, with more in the way of AF and anti-aliasing. Effects too, are also rendered at full res on the PC. Although, this is hard to make-out in poorly compressed YouTube uploads.


So far, Crysis 2 is looking like it might just be the most graphically impressive game to date... on the PC that is. With consoles using lower detailed settings, or featuring worse IQ, it is likely that other top-tier exclusives will be able to match or exceed Crytek's efforts on that front. However, the fact that in the PC space, there's nothing remotely as technically accomplished - and that's just in terms of the lighting system alone - means that Crytek reining supreme once again comes as no surprise.

While the leaked build of the game - apparently unfinished - allows us to get a small glimpse into what kind of visual delights await us. The downside is that it's hardly great news for Crytek themselves, who, with the original Crysis, lost out on a large amount of sales due to widespread piracy ahead of release the first time around.

Thankfully, the available build of the sequel is unfinished and rather buggy, but most of all, runs very smoothly on the mid-high to mid-range bracket of PC's. Maybe not at high settings, but certainly at console standard. Which should, I think, be enough to halt the more honest of people from simply torrenting the final release, instead choosing to invest in something they know that they'll be able to run and enjoy.

Correction to our original post (reposted and amended above): Settings are actualy Gamer (low), Advanced (medium), Hardcore (high). Leaked build doesn't operate in DX11. Thanks to '1' for pointing that out.