God of War III: demo vs. review code
You ain't seen nothing yet.
Back in 2005, Sony Santa Monica redefined the technical limitations of an entire console generation with the epic God of War. Five years later, the team has done it again with its debut PS3 outing. God of War III is magnificent.
But you've played the game already, right? Last year's E3 demo received a limited release in Europe before the code was circulated widely with the US release of the God of War Collection, and the sampler was recently made available as a general release on PlayStation Network.
Checking out the final God of War III review code, it is obvious that while impressive, the demo is simply not fully representative of the finished game. Understandably, extensive amounts of content didn't make it into the sampler, but more than that a range of visual effects have been added and performance has been improved considerably.
For the sake of not spoiling the game, we won't cover the additional content (cool though it is!), but a comparison of effects and performance offers an intriguing window into just how much the Sony Santa Monica tech team squeezed out of the hardware in the final months of God of War III's development.
Perhaps the most obvious change to the game is an extensive retooling of the lighting scheme, which for the most part is now much richer and more realistic. Dark areas of the demo level now seem to more accurately represent the effect of the ambient light on the environment.
The most obvious change is in the lighting of the entire level - far more of the art detail is now more readily apparent.
A realistic, per-object motion blur has also been added to the game. This has the effect of giving the game more realism in motion, but does have the unintended side effect of not looking so clean in screenshots.
The final God of War III has a much more 'film-like' quality about it owing to the excellent motion blur implementation.
It's interesting to note that the Sony Santa Monica team has made a number of graphical improvements across the board, some very noticeable, others subtle. The changes on the Titan are immediately apparent, with an obvious level of increased detail in the skin texture.
Smaller tweaks to the level are also apparent. In this brace of shots, we can see that the team has added additional shadow effects that were not present in the demo.
Note how shadows have been added to the boxes on the left of the screen in the review code, compared to their omission in the demo.
The fire effect on Helios's circling chariot now looks much more detailed, and you can also see how the main light source that influences the environment has been changed between the demo and retail versions of the game.
It's also interesting to note that Helios himself now looks subtly different compared to his debut in the demo. There's dither on his hair in the demo that is much reduced in the final version. Could it be an effect of God of War III's new anti-aliasing technique? According to posts on the internet by Sony Santa Monica itself, God of War III is using an implementation of morphological anti-aliasing, carried out by the SPUs. This achieves superior edge-smoothing, and is another example of how offloading tasks typically done on the graphics chip can result in both performance and quality increases.
Bearing in mind just how much of a visual upgrade the game has had, it's impressive that the improvements do not restrict themselves simply to visual quality. Sony Santa Monica has achieved all of this while creating a faster, smoother game. In this video we have several different clips taken from a playthrough of the God of War III demo. These have then been matched with action taken from the same areas in the review copy of the game.
Not only has there been a huge improvement in visual quality, performance has also been boosted significantly. Blue line indicates review copy performance, while cyan follows the demo's frame-rate.
The conclusions from the video are enlightening: the video above shows a significant improvement in frame-rate in like-for-like scenes. In our analysis of the E3 demo, we were curious about why the game ran with an unlocked frame-rate when in the thick of the action, frame-rates were around the 30FPS area anyway. Looking at the final game, the performance increase speaks for itself, and while there is still noticeable judder incurred by the variable frame-rate, the effect is mitigated somewhat by the quality of the motion blur.
We'll have more on God of War III soon.
You may also like...
-
Metal Gear Solid: The "Lost" HD Remasters
-
Face-Off: SoulCalibur 5
-
Eurogamer.net Podcast #99: FF13-2 and Amalur RPG Special
-
Eurogamer.net Podcast #98: Resident Evil and the Circle Pad Pro
-
Gotham City Impostors Review
-
Who Killed Rare?
-
King Arthur 2 Review
-
Skyrim patch 1.4 now live for Xbox 360
-
Street Fighter X Tekken Preview: Year of the Dragon Punch?
-
Skyrim makers create dragon riding, Kinect shouts, new skill trees
-
Itagaki: Tecmo tricked me into releasing unfinished Dead or Alive 2
-
Diablo 3 release date narrowed
-
Double Fine Adventure raises $1m in less than 24 hours
-
Activision promises "meaningful innovation" in next Call of Duty
-
Kingdoms of Amalur: Reckoning Review
-
World of Warcraft universe recreated in Minecraft
-
Apple to reveal iPad 3 in first week of March - report
-
UKIE lobbies to make crowd funding legal in the UK
-
Arkham City developer laments health of UK games industry
-
Psychonauts developer Double Fine making fan-funded adventure game
-
The Darkness 2 Review
-
Jaffe: Developers should focus on gameplay, not story
-
PlayStation Vita trailer demos PS3 cross-play
-
Modern Warfare 3 has 12% more online gamers than Black Ops
-
Spec Ops: The Line lets you shoot "unarmed civilians", "angry mobs"























Comments (49) Latest comment 2 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
Comment below viewing threshold Show
I suspect that's the motion blur or some depth of field effect coming in to play.
It looks a lot better in motion, anyway.
Comment below viewing threshold Show
Comment below viewing threshold Show
As JHuxley pointed out this is covered in the article ...
"A realistic, per-object motion blur has also been added to the game. This has the effect of giving the game more realism in motion, but does have the unintended side effect of not looking so clean in screenshots."
Also glad to see this sort of article, was interested to see what had changed since the demo which was very old. Brings in to question to idea of releasing it again now. Why not redo it with the new engine?
Comment below viewing threshold Show
Comment below viewing threshold Show
"A realistic, per-object motion blur has also been added to the game. This has the effect of giving the game more realism in motion, but does have the unintended side effect of not looking so clean in screenshots."
Comment below viewing threshold Show
Comment below viewing threshold Show
I know, ill be buying it with a PS3 slim pretty soon but this article is missing basic elements since its DF comparison Id expect to read about thi9s like the rest of the viewers. :/
Comment below viewing threshold Show
Still after everything I've seen I can not wait for the 19th to come round.
(Even though I have FF13 and BF:BC2 to keep me busy!)
Comment below viewing threshold Show
Comment below viewing threshold Show
EDIT: @ Davisorle - ouch, see what you mean about those backgrounds where the titan is. The burning cityscape has dissapeared completely and been replaced by barren wasteland..?
Comment below viewing threshold Show
Which examples? They all look better to me :/
Edit: Ok background change a bit - that's not huge though really is it? Hardly consequential.
Comment below viewing threshold Show
Can't wait for this, the demo was impressive enough as it was
Comment below viewing threshold Show
Great to see they have tweaked this further, roll on Kratos!!
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
I think the devs have proritised the right things, the level of improvement on the titan is more than a fair trade for the background.
Comment below viewing threshold Show
While I see what some of you guys are saying regarding the backgrounds, all they've done is swap a very blurred city in the background with a few piddly smoke effects for a very blurred waterfall with some very blurred water effects. Besides, admiring the backgrounds whilst a mile high titan made of lava is smashing the fuck out of a mountain is like going to National Gallery and commenting on the white emulsion they've stuck on the walls rather than the paintings...
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Wow, I actually thought the demo looked incredible so this is most impressive.
Comment below viewing threshold Show
Actually, the waterfalls and the remains (behind Kronos, not to his right) look better than the non-detailed burning city.
I think because the game runs smoother, they were able to put the greater looking waterfalls, not the other way round.
All in all, yes, i think DF should have commented on that.
Comment below viewing threshold Show
The demo screenshots look impressive and the finished article looks pretty damn amazing. I finished the first on PS2 and will eventually get a PS3 to play II and then III methinks.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
I play World of Warcraft on my 60Hz monitor and the framerate can fluptuate anywhere between 30fps and 60fps and I don't see any 'judder', and believe me I would know it if I saw it, same as screen tear. I'm very aware of these things.
Comment below viewing threshold Show
Comment below viewing threshold Show
In some shots they've just faded everything out and took away the darkness in some areas. Aside from the Titan and the frame rate improvements, I'd take the demo tbh!
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Producing an analysis of a demo is fine, it is what it is and I have no issue with that... However, you've gone on record as stating that the "GT Academy" Time Trial demo (a ~200MB download road track @ Indianapolis) WILL BE REPRESENTATIVE of the finished game (Gran Turismo 5). Lets see about that. For the record Lord Von PS3 has said & still says otherwise. Lets see who was right - Digital Foundry or Lord Von PS3.
Good day Sir!
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Screenshots make it look like Gamma+1 to me...
Comment below viewing threshold Show
Comment below viewing threshold Show
'tards.
Comment below viewing threshold Show
what is this bullshit?
I wish my dust collecting 360 had all these technical limitations :')
Maybe then it would be able to produce ps3-level graphical quality.
Comment below viewing threshold Show
BTW this thread has one comment from Lord Von PS3 complaining about bias, one clearly sarcastic comment from SPAM, and in a big win for irony, 3 comments by people wanting to bitch about some largely non existant PS3 hardcore hijacking the conversation. May I be the first to complain about the "anti PS3 bias" bias which is hijacking our threads!
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
The PS3 really does have some incredible looking games doesn't it?
Comment below viewing threshold Show
Comment below viewing threshold Show
i really hope that the final release feels more like the remastered versions than the demo. this seems to say that it will. good.
Comment below viewing threshold Show
Comment below viewing threshold Show