God of War III demo performance analysis
Digital Foundry tears it limb from limb.
At around 2.6GB in size, the God of War III E3 demo is one of the meatiest sampler downloads we've yet experienced, but the lengthy wait is worth it bearing in mind the length and breadth of the content on offer. Indeed, there's so much to show that we've cut the video analysis into two parts with only minor edits.
The first effectively covers what was shown in the Sony press conference at E3, the second shows what comes afterwards, and it's here that the demo really comes into its own - becoming that much more of a technical showcase. If you've already eagerly consumed the E3 press materials, skipping ahead to the second vid is probably worthwile.
This video essentially replicates the God of War III playthrough as seen in Sony's E3 conference. Skip ahead if you want to see new stuff, hit the play button to check out the frame-rate analysis.
So, part one then. Our initial technical analysis of the E3 demo remains relevant (it is the same code after all), but what is noteworthy is just how clean God of War III is. It's not really so self-evident on compressed internet video assets.
The texture work is of an outstanding quality throughout, special effects are used in a subtle and reserved manner, lighting is exemplary. The code appears to be using 2x multisamping anti-aliasing, but similar to Killzone 2, the choice of colour palette helps in adding to the edge-smoothing effect.
The second part of the E3 demo playthrough. This is where things begin to get seriously impressive. March 2010 can't come quick enough.
Into part two and the Sony Santa Monica studio's range of effects comes to the fore a touch more prominently. The per-pixel lighting in combination with the high-quality texture work produces some uncanny effects (for example, on the marble). The depth-of-field effect isn't "in your face", it just works and looks superb. The texture filtering employed is of an excellent quality. The only downers are a few low-poly edges and the reduced alpha buffers, but the impact on overall image quality isn't really a problem at all.
So, the frame-rate. Yes, it's E3 code. Yes, there's obviously a better-than-usual chance that the final code will improve over what we see in the demo. However, the performance level in the sampler is intriguing. This rendition of God of War III is v-synced (so no tearing), and based on our playthrough across the two videos, we have an average of 36.81FPS, a low of 24FPS and a high of 56FPS.
Average frame rates aren't usually that much of a useful stat, but here it's a pretty decent indication of overall performance throughout - which is curious. Locking the game at 30FPS would have produced a more visually consistent look, as well as a more predictable, "reliable" feel from the controls - plus less judder on-screen in panning shots and the like.
Overall though, small quibbles aside, this demo is great stuff, and the timing of its release just weeks before the US demo is released as part of the God of War Collection is curious. Will this self-same E3 demo be the same sampler included as a PSN redeem code within the package? Has Europe actually had the "exclusive" here?
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Comments (37) Latest comment 2 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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Nothing like ripping an eye out of a Cyclops to ease your blood thirst.
Has the potential to be a very huge title for the PS3 I think, very tasty indeed.
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The art design is stunning throughout, the lighting is amazing as are the textures and the game's framerate remains stable and tear free despite all the carnage and special effects going on. I saw some minor texture seaming (white lines on dark edges) but otherwise the graphics are definitely up to scratch. The gore is certainly eye opening too. An impressive looking game that I'm really looking forward to playing in 2010.
Purists will no doubt voice disappointment that the game doesn't maintain a constant 60 fps but I'd rather have the eye candy and spectacle personally.
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Best played in small sessions though.
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I played the game at the expo too and think it was the best looking title there bar none. Absolutely stunning, with a couple of caveats. The blood splatters and environmental "damage" only hang around for a few seconds and then disappear right in front of your eyes. Also, while the lighting from weapons, fireballs, etc light the environment and characters beautifully, the same hard shadows are not affected at all, making them very unrealistic.
For me, the main problem was that the gameplay itself just felt dull. Now admittedly, the hack'n'slasher isn't exactly my favourite gametype, but I didn't expect to be bored playing a demo.
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Quite intruiged by the end of the second video where Kratos takes a swing at the Titan.
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The short-lived environmental damage was never a problem with GOW or GOW2, I don't imagine that being a real nuisance in GOW3.
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You know, this is a 2010 game that's going to be played on 50" TV's in High Definition.
When it fades out right in front of your eyes, it's much more apparent. Imho of course.
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Didn't get to see any magic attacks. They'll probably be as destructive to your foes as before.
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Wow, what a game, I'm keeping the demo on my hard drive until March - and I can envisage a good few playthroughs between now and then....
The only qualm I have is the fluctuating framerate, I did notice it! At the start of the demo you're in a close-up of Kratos' face which pans back when you push start (like the first two games) - but you'll notice judder and framerate fluctuations in this camera pan-back movement.
Hope this gets sorted by release, a locked 30fps would be sweet (60fps would be better, though)....
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God of war 3 will be very good too though.
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Definitely my fave game of the show, and graphically I felt second only to Heavy Rain, which appeared to trigger a series of expletives preceded by ' Holy!' from everybody who passed it!
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Also, motion blur? Would have been amazing here. I'd rather have that than depth of field in a game like this, and it'd also vastly improve the look of Kratos's chain blade effects.
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I didn't get a demo code for this which is a shame as I've been quite lucky so far in that respect. This is looking like good old mindless fun, think I'll pick it up at some point.
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Fair enough, I understand if some people don't like it. Personally, it doesn't bother me.
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"Is the lack of frame cap to indicate that they are going for 60fps on the final game?"
There is zero chance of this. Typically, there is almost no difference, frame-rate wise, between demo code and final build code.
By the time a game gets to a public release, 99% of performance engineering has been done. Sure, developers then tinker with post-processing, effects, cleaning up of polys and textures, etc. but don't expect more than 1 or 2 frames difference from a demo build.
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Sorry for bad english ^^
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Gonna be a great, if typical GoW.
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I'm mostly positive about it, but I hope the full game has some more emphasis on puzzles. The thing I loved about the first game was how the paced it with action, puzzle bit for a quiet, contemplative moment, more action, etc.
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Anyway for regular common men like me to download the demo?
i have a US PSn accoutn but ti doesn't seem to be showing up there.
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It will be funny if "remastered" PS2 GOW1,2 turns to be 60pfs and GOW3 stays like this.
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Your loss. Basing a purchasing decision on a frame-rate of 30 vs 60fps is quite silly, especially for a game such as this one.
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Umm, no.
The aim is clearly 30fps. Did you even bother to look at DF's video?
There is a huge difference between a PS2 game, and a 720p game. Where on earth do you think they are going to be able to literally double the frame-rate between now and release? What magic code are they going to be able to add that they haven't added already?
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I was happy to just sit here and just watch that, let alone play it...
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last gen fixed camera angles
not even 60 fps which is a standard for action games
shallow button masher gameplay