LittleBigPlanet 2 Engine Face-Off

How LBP1 levels are improved in LBP2.

Media Molecule's commitment to its community of level designers is impressive. With LittleBigPlanet 2, not only is the developer promising backwards compatibility with the full range of user-generated content out there, but the stages themselves automatically get a visual boost thanks to the radical enhancements made to the game's rendering engine.

For this blog post, which acts as a precursor to an extensive tech analysis tomorrow, LittleBigPlanet level design enthusiast David Coombes has put together a range of small levels designed to explicitly showcase some of the improvements made to the engine, and to test out some of the improvements discussed by Media Molecule's Alex Evans in Digital Foundry's pre-E3 tech interview.

One of the classic tests for lighting accuracy is the Cornell Box, which can be very accurately recreated with the content creation tools in the LittleBigPlanet, and then easily imported into the sequel's beta code.

With total environment darkness and just the ceiling light you can see the lighting is based on volume sampling as there's no direct illumination of the floor, which is actually fairly dark where it ought to be the brightest surface. You also get light bleeding in the back corners that produces a rim of shadow - you'll note that this effect is nowhere near as realistic in the original LBP.

Tweaking camera angles brings about some artifacts that confirm that Media Molecule is using volumetric lighting as opposed to full-blown real-time global illumination. However, turn on daylight and tweak the lighting and the results are the closest we've yet seen - the improvements made to the overall lighting in the game are quite phenomenal. The contact shadows make a huge difference to the game's believability, as does the ambient occlusion. The overall effect is a little bit 'dirty' and high contrast, but it definitely works as an aesthetic.

This simple fog demo also illustrates the volumetric lighting model in LittleBigPlanet 2. LBP1 has a "fogginess" variable you can attach to a light source - it's effectively a hack and while the results are pleasing, they are not exactly accurate. In the sequel, it's a completely different ballgame. Standing in the beam of light, Sackboy is more realistically lit and he's also stopping the light from being cast immediately behind him. Shadows from the uprights are being cast in the LBP1 shot when there's no real reason for them to do so, and this is also resolved properly in the new game.

These screenshots also serve to highlight how well Sony's implementation of MLAA (morphological anti-aliasing) works out in LittleBigPlanet 2 - jaggies are effectively eliminated, producing a much smoother, realistic look.

Now let's move on to our third custom level. It's still pretty simplistic stuff but it highlights how changes to specific effects can have a radical effect on the overall look of the level. In this stage we've chosen to concentrate on fog, fire and explosions.

An LBP1/LBP2 effects head-to-head...

The 2D fog and smoke effects of LittleBigPlanet is gone in favour of puffy clouds that actually have a real sense of 3D volume. Not only that, but you'll note that the clouds themselves are also capable of casting shadows on both Sackboy and the environment. Not so good, however, is the fact that the draw distance of the clouds is reduced compared to LittleBigPlanet and this is where our concerns about the whole backwards compability angle begin to emerge. Level creators got the most out of the tech by acquainting themselves with the absolute limits of each effect and component. Changing them up like this could potentially break a lot of the levels out there: we'll be looking at this in more depth in our full LBP2 beta tech analysis tomorrow.

There's no denying that many of the changes are very worthwhile though. Fire is enormously improved not just in the sense of the flames themselves but also in terms of the fiery embers and even the lighting - you can see that the effect of the fire extends into the background whereas the impact is far more limited in LBP1. The lighting changes we highlighted earlier can also be seen having a dramatic effect on the overall look of the level.

The video also showcases one of the many new additions made to the content creation tool. Whereas in LBP1 creatures could only be disposed of with one visual effect, in the sequel there are actually seven different methods of killing off an entity - the splat method in particular looks superb.

While the vast majority of the changes are hugely beneficial, we did notice that the superb object-based motion blur of the first game appears to have been pared down in favour of a more simplistic model. You can see it in the shots above on the spinning wheel: there's proper motion blur on the LBP1 shot, while the sequel appears to simply blur the surface of the texture only within the confines of the object itself.

It's fair to say that we've spent plenty of time with the LBP2 beta and overall, we're hugely impressed with both the improvements to the engine and the new options available to creators. In tomorrow's Digital Foundry feature we'll be dissecting the beta code, discussing its strengths and weaknesses, putting the tech through performance analysis and highlighting the sheer creative potential the new game offers to the LBP community. Look out for it.

Comments (13) Latest comment 2 years ago

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  • karooo #1 2 years ago

    We need more people like Richard in the games industry. Love these face offs and tech analysis.
  • CrumpledPaper #2 2 years ago

    Wow @ the difference MLAA makes. I never thought of LBP as a jaggie game, but the contrast here is amazing.
  • karooo #3 2 years ago

    We need less people like Retrend in this world.
  • superted1974 #4 2 years ago

    Sorry - I must need better eyes. The LB1 v LB2 videos look different but I wouldn't say one looked better!
  • M_of_the_sys #5 2 years ago

    Some how a face off of a game vs predecessor on the same machine still attracts idiots.
  • Trigga_Tybalt #6 2 years ago

    Post deleted at 15:43:01 23-02-2012
  • Retro_ #7 2 years ago

    @retrend...... retard more like, idiot!
  • Nuronv #8 2 years ago

    I always thought the Fire and Gas effects in LBP looked good. LBP2 really does make a great improvement on them though.

    I also really like the third death animation where the target turns to liquid
  • Syrok Verified Community Coordinator, Tarsier Studios #9 2 years ago

    I love the new effects. Though if you carefully planned the lighting and effects in your LBP 1 level you may find that you have to change things around a bit to make it look in LBP 2 as you originally intended. Or just build new levels. :)

    The splat destroy effect is indeed awesome. It actually can be confined in boxes. The more you add the more the box will fill up, so in a way you have proper fluids in LBP 2. :)
  • Montag #10 2 years ago

    I think it is great that finally the PS3 wins a face off, well done to all concerned. Huzzah
  • layleeloo #11 2 years ago

    Michael has a point. LBP was created with the premise of Play Share Create (or which ever order haha). So if you use all of them then its great value. I love the LBP frachise, I have a sackboy figure at the base of my TV however I couldnt help feeling frustrated at the first game, or that of my own inability and lack of creative talent. So, if like Michael Mysers above me, and myself you tried makig levels and saw how hard it is, and are astonished at the masterpieces some people make, I cant help but feel as a single player experience it is hard to justify the cost even thought I want to for LBP2. Depending on the amount of levels included in LBP2 will determine whether I shell out. But if LBP didnt include the create aspect, and was just the SP game available including the muliplayer - would it still get the recognition and praise? I don't think so (I understand the recognition and praise it gets now is as a whole package, I am just thinking without the create aspect included). I think it would be panned for simplicity while although being very pretty, just not overly compelling. So I have mixed feelings about LBP. I love it, yet im dubious about it at the same time (hoping my sackboy over the other side of the room isnt getting offended by this!).

    Perhaps this in itself is testement to a great game. One that provokes different feelings in people and maybe if it does highlight my and other peoples lack of level creative genius, perhaps it is that taunting which is half the point. Try harder? Time will tell.
    Edited by layleeloo at 26/09/10 @ 02:35
  • chuck_bone #12 2 years ago

    LBP was a success, as the millions of levels attest to, and the fact they are doing a sequel speaks for hitself.

    However, it's not a Mario Killer by any stretch of the imagination.

  • Warden80 #13 2 years ago

    Great game to bad it stutters so much it is unplayable.