This forced the team to eek every last bit of performance out of the system, and applied liberal usage of the PS3’s SPU’s (more on this later) and new rendering techniques to produce a finished product which surpasses its prequel (Killzone 2) in all fronts. Guerrilla set lofty goals with KZ3, wishing to fix issues which were present in its prequel (such as control latency) and yet make a graphically even more impressive title. Killzone 3 many would argue is the greatest technical accomplishment on Sony’s last-gen machine. The new accomplishments vs the old masterpieceīefore we compare KZ3 and Shadow Fall, we need to understand what challenges the team faced for KZ3 on the PS3 platform. These served as yard sticks and info not only for Guerrilla’s own team, but also for other developers working on Sony’s new (and at the time) unreleased machine. There was the Shadow Fall technology demo Post Mortem, and a lighting Post Mortem PDF (which I did complete analysis on, check the relevant links for much more info). Several months ago, Guerrilla released two PDF Post-Mortem’s of the demo of Killzone Shadow Fall, in which they commented on their findings on the transition to the next gen platform. Killzone 3 On the Left Killzone Shadow Fall On the right – Both taken during a cutscene
0 Comments
Leave a Reply. |