Real-time or not?
I never know if we should be flattered how many time this comes up when we release stuff… and to save it having to be answered in a dozen different forums I’ll explain here how we made various things you’ve seen recently… that fair?
Lets start with the latest piccy released today? here
Sony keep our PR on a pretty tight leash (cos they have plans etc.), but cos we have some nice fans on the ninja theory forums, Chris and Tam asked if we could give them something pretty. So Sony allowed us one shot… They decided that something that would make a nice desktop backdrop would be good.
As I understand it yesterday, two guys from our character art team (Stu and Ben) and Tameem booted up a PS3 and captured a shot from the engine, we have two ways of capturing, one via an expensive real-time capture device (using a ‘BlackMagic’ video capture hardware) and we can also dump frames direct from the engine.
I expect they used the second, which would produce a 1280×720 image (of course rendering with 4xAA). Because this was meant as a backdrop they then resized it, and touched it up a little. Key points are extra specular highlights on the eye and depth of field and blur to make it more dreamy and to reflect things that they are hoping to achieve before the games release (eye specular is an area of research for quite some time, makes such a difference).
That what you see, its rendered in engine on PS3 using our cut-scene version of Nariko but with a little photoshop magic on top. And yes it runs real-time etc.
Next up, the video footage seen in Heroes and the Production video earlier this week. Its in-game, not touched, direct captures done about 3-4 months ago. This is clear in that at least one frame you can see a ‘twisty’ bloke which happens when an animation hasn’t been re-exported, given the thousands of animations we have, we sometimes miss one and in this case it even made it into the video, doh!
Friday, March 9th, 2007 @ 10:51 pm
March 10th, 2007 at 12:23 am
They use a DeckLink or Intensity for real-time capture? While I’m more of a fan of Kona cards myself, the Intensity seems like a nice solution for capturing off of a PS3. Also, they’re not all that expensive (a decent Quadro will cost you more).
Anyhow, what’s with the goofy aspect ratio? I mean it’s not 1.78:1 nor 1.33:1 (yeah I know there’s a lot of LCDs that use that silly 1.25:1 ratio). Better to leave it as is than scale it (which IMO counters the benefits of any AA in areas that have high frequency luma boundaries).
March 11th, 2007 at 12:51 am
Decklink I think, we’ve had it some time was part of the mac setup NT brought to do E3-2005 until some firmware recently was the most flaky bit of hardware i’ve ever seen but not seems to work.
March 11th, 2007 at 9:44 am
Wow, thanks Dean for clearing this up. Just remember, we fans truly appreciate all the hard-work and time you guys are putting into the game. I can’t wait for Heavenly Sword!
-Best wishes,
Chris
March 13th, 2007 at 11:32 am
You guys made a such impressiv job ! Can’t wait to play this….next fall
…
GO TO WORK !