Ghostbusters PC vs. Console Graphics

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SecretPolice

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#1 SecretPolice  Online
Member since 2007 • 36324 Posts

Yes, it's your local Ghostbusters fanboy here again. :P

Just thought I would post this piece of news for the PC gamers here as it seems the game will really push the systems. Almost makes me want to get that super duper PC again, Hmmm............. :)

Thoughts ?

Anywho, The Story.

Ghostbusters: The Video Game Screenshot

Ghostbusters: PC version beats console variant in graphics on PC Games Hardware is a brief chat with Mark Randel and Joe Kreiner of Terminal Reality about the graphical power of the Infernal engine behind the upcoming Ghostbustersvideo game, discussing the high-end features the PC edition will support that can't be found on the console versions: "The PC will most definitely be an optimized version. For example, if you have a fast SLI/Crossfire rig, you can turn on per pixel screen space ambient occlusion. The game will perform up to 64 raytraces per pixel on the screen to increase the detail level. That is something you cannot do on the current consoles. Plus you can increase shadow map resolution and use super high resolution textures if you have the memory!"

Ghostbusters: The Video Game Artwork

Ghostbusters: The Video Game Artwork:lol:

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mmirza23

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#2 mmirza23
Member since 2004 • 3457 Posts
I need a new pc...
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AnnoyedDragon

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#3 AnnoyedDragon
Member since 2006 • 9948 Posts

Yay for April 1st...

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SecretPolice

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#4 SecretPolice  Online
Member since 2007 • 36324 Posts

Yay for April 1st...

AnnoyedDragon

Seems legit to me ?

http://www.pcgameshardware.com/aid,680340/Ghostbusters-PC-version-beats-console-variant-in-graphics/News/ GlitchSpot won't let me link this for some reason so you can C&P to browser.

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SecretPolice

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#5 SecretPolice  Online
Member since 2007 • 36324 Posts

In related news......

http://bulk.destructoid.com/ul/127085-slimer.jpeg screenshot

And Activision thought Ghostbusters wasn't a marketable and exploitable franchise... pffft!

According to the ESRB, a PlayStation Portable version of the game will be hitting shelves alongside the Nintendo DS, Wii, PlayStation 3, PlayStation 2, Xbox 360, and iPhone versions. As Joystiq points out, it's rated alongside the PlayStation 2 and Wii versions; our sources indicate the PSP is a direct port of the PS2 version of the title.

For Ghostbusters fans, this is good news. It's been 20 G.. damned years since we've seen anything come out of the series, so the more, the better. Kitten... I think what I'm saying is that sometimes ports happens, someone has to deal with it, and who ya gonna call? Us, that's who.

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AnnoyedDragon

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#6 AnnoyedDragon
Member since 2006 • 9948 Posts

[QUOTE="AnnoyedDragon"]

Yay for April 1st...

SecretPolice

Seems legit to me ?

http://www.pcgameshardware.com/aid,680340/Ghostbusters-PC-version-beats-console-variant-in-graphics/News/ GlitchSpot won't let me link this for some reason so you can C&P to browser.

"The game will perform up to 64 raytraces per pixel on the screen to increase the detail level"

This should say it all.

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mr_mozilla

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#7 mr_mozilla
Member since 2006 • 2381 Posts
"For example, if you have a fast SLI/Crossfire rig, you can turn on per pixel screen space ambient occlusion. The game will perform up to 64 raytraces per pixel on the screen to increase the detail level. " :P That sounds so made up that it could easily pass as an april fools' joke, but I'm no expert so maybe it does actually mean something, not seeing it in the screenshots tho...
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SecretPolice

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#8 SecretPolice  Online
Member since 2007 • 36324 Posts

[QUOTE="SecretPolice"]

[QUOTE="AnnoyedDragon"]

Yay for April 1st...

AnnoyedDragon

Seems legit to me ?

http://www.pcgameshardware.com/aid,680340/Ghostbusters-PC-version-beats-console-variant-in-graphics/News/ GlitchSpot won't let me link this for some reason so you can C&P to browser.

"The game will perform up to64 raytraces per pixel on the screen to increase the detail level"

This should say it all.

I'm no expert on the subject at hand so I will just post this. To me, it doesn't look like a April 1 joke though hey, I could be wrong - it's happened once or twice I think. :P

The Interview.

Terminal Reality is currently developing the highly anticipated Ghostbusters: The Video Game. PC Games Hardware had the chance to interview Mark Randel, President and Chief Technologist at Terminal Reality, and Joe Kreiner, VP Sales and Marketing for Terminal Reality's Infernal Engine. They answered our questions about the technology behind Ghostbusters: The Video Game and revealed some interesting facts.

PCGH:Did you develop your own engine for Ghostbusters: The Video Game or did you license a technology? What were the reasons for developing your own technology/using middleware? What are the advantages when utilizing your own technology/a commercial product?

Joe Kreiner:Terminal Reality has always been about tools and technology. Founded by our lead technologist and President, Mark Randel in 1994, we've always used in house engine technology. So much so, that after 5 years of internal development, we are licensing the Infernal Engine (technology behind Ghostbusters: The Video Game) to other game developers.


PCGH:You announced that your game will be developed for PC, Xbox 360 and PS3. Will the engine then be a pure cross-platform product or will there be an optimized version for the PC? If there is a special built for the PC what technical feature can't be realized with the console version or in other words are there any features the PC is the ideal platform to develop for?

Mark Randel:The PC will most definitely be an optimized version. For example, if you have a fast SLI/Crossfire rig, you can turn on per pixel screen space ambient occlusion. The game will perform up to 64 raytraces per pixel on the screen to increase the detail level. That is something you cannot do on the current consoles. Plus you can increase shadow map resolution and use super high resolution textures if you have the memory!


Ghostbusters: The Video Game (7) [Source: view picture gallery]PCGH:Having a closer look at the release PC Screenshots it becomes clear that a very detailed visual presentation seems to have played an important role while developing Ghostbusters: The Video Game. Do you leverage very modern rendering techniques like Parallax Occlusion Mapping, Soft Shadows, HDR, a lighting model with Deferred Shading, Screen Space Ambient Occlusion, Shader Model 4.0 or post effects like Tone Mapping, Depth of Field or Motion Blur? If yes can you please give examples how this modern rendering techniques are utilized in Ghostbusters: The Video Game?

Mark Randel:All versions use modern techniques and more - you'll see lots of parallax mapping, even on the PS3. Dynamic soft shadows, HDR, tone mapping, radiosity lighting, and other techniques will be used. Ghostbusters uses over 4900 unique rendering materials that could not be achieved or handled with the current "buzz" of deferred shading. Only the low overhead rendering techniques inside of the Infernal Engine can support this diverse set of material fidelity. For example, the advanced skin and hair shading of the Ghostbusters characters could not be done with deferred rendering due to the use of translucency.


PCGH:When Developing do you try to leverage very modern PC-Technologies like Dual-GPU-Rendering/SLI- or Crossfire-Systems)? In other words: As far as overall performance is concerned, can players increase it remarkably by buying a second graphics card or a card with two GPUs? Do you have to add the support for multi GPU setting when developing the PC Version?

Mark Randel:Most definitely if you have an SLI rig, Ghostbusters will take full advantage of it. Right now, with all the rendering features on, you'll need one to render at the highest visual quality.
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killerwsyan

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#9 killerwsyan
Member since 2008 • 179 Posts

well the pc is better for sure !! but its looks the same tho

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#10 lancer_87
Member since 2009 • 440 Posts

Allrite this one is going to be a massive ownage.Lets see what other people believe,april fools or not ?

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AnnoyedDragon

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#11 AnnoyedDragon
Member since 2006 • 9948 Posts

I'm no expert on the subject at hand so I will just post this. To me, it doesn't look like a April 1 joke though hey, I could be wrong - it's happened once or twice I think. :P

SecretPolice

Let's put this in perspective.

In order for Nvidia to do just three ray bounces for a ray traced car it took four next generation Quadro GPUs, probably the most powerful developer GPUs you can buy today. This article is claiming it is possible to do 64 on a single consumer level GPU, not only that but claiming it will be implemented in a game like Ghostbusters of all things.

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risc-vs-cisc

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#12 risc-vs-cisc
Member since 2007 • 414 Posts

1080 x 1024 = 1,310,720 x 64 ray trace per pixel = 83,886,080 :shock: