PlayStation Deep Down (Capcom)

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Deep Down NEW PS4 gameplay - PlayStation Meeting 2013

"You've no idea how long I've wanted to talk about this," he said of the game.

Deep Down is being developed on a new engine described as the "next evolutionary step from the MT Framework". Titled Panta Rhei, the engine is being continuously refined to take advantage of the PlayStation 4's hardware.
 
Também fiquei bastante surpreendido com este Deep Down, falta saber se aquilo era mesmo gameplay ou só tech demo (mesmo assim estava impressionante).
 
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The Deep Down demo ran in real time at the PS4 presentation and displayed between 10 and 20 million polygons per frame. It had a variable frame rate above 30 frames per second and a total texture capacity of 2 GB. It ran 30 different shaders at the same time.


The demo can run on a PC with an NVIDIA Geforce GTX 570, 8 GB of RAM, and an Intel Core i7 CPU. The development machines used at Capcom have Geforce GTX 680 and GTX 590 GPUs.
The peak performance of the PS4 is lower than that of an high end PC theoretically, but due to the ease of development and to the streamlined architecture there are areas in which it can be superior. The same can be said about the Xbox One, which has a similar architecture and potential.


The engine can use Tassellation and in certain areas Approximating Catmull-Clark Subdivision Surfaces, that is unfortunately too heavy to be used systematically for every element . The Deep Down demo used Dynamic Level of Detail (DLOD) in combination with Tassellation to avoid pop-in. Thanks to the PS4′s high memory capacity it’s possible to achieve both stable performance and avoiding pop-in with LOD.


The rendering pipeline has been redesigned. It can use Tile Based Deferred Rendering combined with Forward Rendering for special and semi transparent materials. Tile Based Deferred Rendering can grant very high performance but Forward rendering can be used when you want to use the Bidirectional Reflectance Distribution Function (a four-dimensional function that defines how light is reflected at an opaque surface) or render translucent materials.


Rendering of materials is done by combining a diffuse map, a specular map, a normal map and a roughness map.
Shimizu-san tried to implement the indirect lightning technology named Sparse Voxel Octree Based Real-Time Global Illumination (SVO-GI) for the flames of the dragon, however the process was rather heavy on the resources, so he decided to take advantage of simpler Voxel Cone Tracing for the Deep Down demo.


It’s possible to use Partially Resident textures both on PS4 and Xbox One. It’s the same technology as the Mega Texture used in Rage by id Software and the DirectX 11.2 Tiled Resources technology flaunted by Microsoft at BUILD 2013 is pretty exactly that. Panta Rhei Can do it as well.


That’s quite a lot of information for one day of work, isn’t it? It’ll be interesting to see further developments, and to learn if Deep Down will be exclusive or multiplatform. My money is on multiplatform, but I’m ready to be proven wrong. If you live under a rock and missed the demo, you can check it out below.



Mais informação sobre o motor de jogo aqui:
http://game.watch.impress.co.jp/docs/series/3dcg/20130731_608483.html

Está em Japonês, mas se alguém usar um tradutor ou souber a língua tem muita informação!

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Parece que é um jogo online, uma vez que está patenteado como Capcom Online Games.

Podem ver um novo trailer aqui:

http://www.d-down.jp/pc/

Acho que vão mostrar mais no TGS :)


Para mim acho que estragaram com o online only (como consta pela net).
Podiam fazer algo como o Demon's e Dark Souls em que o online pode ser uma vantagem, mas não é requisito.
Mas pronto, vamos a ver o que irá sair daqui.
Foi um dos jogos que mais me empolgou na e3.
 
Este jogo deixou-me curioso. Supostamente na TGS vão ter uma demo para jogar.

Aqui vê-se melhor a demo que foi mostrada na conferência:

http://www.youtube.com/watch?v=MJL5jTTonfU

Só tive oportunidade de ver agora (este e outros vídeos).

Gosto da escuridão, faz mesmo lembrar o Dragon's Dogma, um gajo não via um palmo à frente e este segue esse caminho, muito bom!

Entretanto o Yoshinoro Ono deu uma entrevista à Famitsu onde falou mais sobre o jogo:


The PS4-exclusive is set in New York during the year 2094, but players will also be travelling back in time.


“Ravens, a group of people who posses a special ability, are the key [group],” said Ono. “Other than being able to dive into the past, they are able to read the memories of objects and hear voices of the past. The Ravens in New York 2094 go to a certain time period, and use the information they scan there to try to clarify events of the past.


“As Ravens, players will proceed through dungeons in the past and investigate. There is a theme of ‘emotion’ in this game; there are various dungeons in the past that correspond to the feelings of human emotions. When you read a stone statue and enter a dungeon, things full of past thoughts and grudges are scattered around. If they touch those thoughts, they can read memories of the past.
“We’re calling Deep Down a memory reading RPG, but these words also sum up the objectives of the game: ‘emotion reading’ or ‘knowing the reality of the past. One of Deep Down‘s selling points are its self-generating dungeons, and how you’ll never enter the same dungeon twice.


“Well, I say ‘self-generating,’ but the system is not totally random. It’s a regulated random. It’s thanks to the ample memory and operating speed [of PlayStation 4] that this style of game is possible.”
Visuals will also approach a level of photo-realism, according to Ono, as both weapons and armor will deteriorate and become dirty. Plus, due to the fact PS4′s “operating speed is so fast,” the rust and mold on players’ equipment won’t simply be rendered as textures; instead it will be calculated reflections the players interaction with the world, and one of the reasons behind the game being online only.
“Deep Down is an online game at its core, and as such an online environment is required, because PlayStation 4 is a new platform with an inseparable online component, we want you to expect an online system with as little resistance as possible,” said Ono.


“We’re making Deep Down by aggregating the know-how of the ‘online’ segments we’ve cultivated so far. Even if you have only a small amount of time to play, we’re working hard to make sure to keep the tempo and enjoyability up. For those players who feel that online gaming is awkward, Deep Down can also be enjoyed by oneself.


“First, try playing solo, then when you become accustomed to it, try challenging dungeons together with other Ravens. We do want to lower barriers to play as much as possible. We’ve done as much as we can to create seamless gameplay, and the opportunity to shift naturally back and forth between both solo and multiplayer.


“Connecting to network is at the heart of the PlayStation 4′s hardware planning so making use of the online component has become very unconscious and easy to do. We will put management and continuation first. Because we want you to continue online play for a long time to come, we’re planning periodic version upgrades and large updates.


“We will continue to develop and manage at fixed intervals.”


Ono went on to say that development on PS4 “was easy and precise, and that the things we wanted to do could be implemented relatively quickly.”


“Even in the trailer released at the February press conference, we could see that coming up with something of quality was quick to do,” he said. “For example, producing something at 60 frames and moving it in real time was relatively simple. That’s when I got it, that with just a little more time how much more we would be able to do.


“PlayStation 4 is about more than just satisfaction, it’s about feeling the possibilities. I’ve got to hand it to the PlayStation 4 folks for creating a system that’s so easy to work with.”


The DualShock 4 will even have part to play as its light bar will reflect the game’s “theme of emotion with color.” Players will be able to tell the color of the emotion of the dungeon they are in by looking at it and when Ravens hear “voices from the past,” the sounds won’t come from the TV speakers – but the controller’s internal speakers.


Ono concluded by stating that the team is looking at using Vita as a way “to relax and play,” and ways in which to use smartphones and tablets as well.
A beta will be released for the game “soon” after PS4′s release, but just how “soon” Ono wouldn’t say.
 
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