Killzone 2 shots 'touched up'
But hang on, calm down.
Guerrilla Games has come under a bit of fire after admitting that screenshots of the Killzone 2 released last week had been retouched.
As Kotaku notes, side by side comparisons of the Games Convention trailer and new screenshots suggest some serious tweaking.
Guerrilla's Seb Downie protests on the PS3 forum: "They are only the tiniest bit touched up." He admits there was "a little bit of colour-correction done and some minor polish, but nothing major. Still very close to reality and it looks better in motion in my opinion."
Of course, the knee-jerk reaction is rather negative. After the original Killzone 2 trailer turned out to be "target rendering", the production of retouched screenshots was bound to rub people the wrong way.
However, Downie's argument shouldn't be dismissed. As anyone who has ever captured footage or screenshots directly from console hardware, or recorded video or images using shakycam, can attest, colours do need to be corrected because of the often wildly differing settings and characteristics on either side of the hardware interface.
You may remember that around the time of the PS3 launch we took some screen-grabs from PS3 review code and they appeared washed out, even drab. When we took the shots the first time, they looked absolutely fine, so we published them, only to discover that when viewed on other screens the result was significantly inferior. Once the colour had been re-balanced, they looked as they should.
So, does this mean Killzone 2 looks exactly as it does in the screenshots? Not necessarily. But it doesn't mean Guerrilla was trying to pull a fast one, either, which seems worth pointing out.
Killzone 2 is due out during, er...well, that's another matter entirely.
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Comments (172) Latest comment 5 years ago
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Video of nearly all ps3 games show that it is the consoles hardware that produces these washd out colours. The retouching gives an image that no amount of tv adjusting can come close to.
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Definately not touched up much, the texturing in the distance kind of gives it away.
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(had to be said sooner or later)
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Saying that, a lot of it is in the gameplay, Halo 3 wasn't exactly the most beautiful thing in the world but I still very much enjoyed the experience.
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This is hardly news. All screenshots are touched up.
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/confused, but hoping the £69 PS3 comes my way.
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Oh, killest got here first.
You arsebag.
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He's right though. I do frame-caps quite a lot and you do lose quite a lot of colour information, line definition and contract in the process.
And these things do look better in motion. I mean, the Uncharted screenshots look cack but on-screen the whole game is beautiful.
That said, I couldn't give a monkeys about Killzone2 because its predescessor was rubbish!
Vive la Haze! 10/10 EG! You all know why!
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I agree that colour correcting isn't a big deal, etc, but I've not been too impressed with what I've seen of Killzone 2. Never played the first one, so I don't wanna comment on its quality or lack thereof, but graphically, it doesn't look as good as, say, Uncharted or Haze (or Halo 3, or Gears, or BioShock).
And the gameplay in the vid didn't look as interesting as all those games, either.
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And even more predictably, there's a comment like the above. Darwinism is overrated (as we all know from the canoe thing).
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The smart thing to do is not post screenshots if they don't do the game justice. One thing that can be spotted is the textures looking distinctly on the low-res side.
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Much like the target rendering that was attempted to be passed off as gameplay footage. They must think the public are stupid...
.... wait a minute... they are, cos it worked on most of them.
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*sigh* Ok, here's approximately what was done to the screen cap.
1. Open Photoshop.
2. Open the non 'retouched' screencap.
3. Go into Image>Adjustments>Hue/saturation.
4. Make Hue -11 and Saturation -31.
5. Now go into Image>Adjustments>Levels.
6. Set Input values to 28, 0.91 and 184.
7. Enjoy your criminally 'retouched' KZ2 screen, and hope EG or Kotaku don't hunt you down for the scum you are.
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Have you looked at the difference in these screenshots?
[link url=http://www.psu.com/media/killzone-project-/killzone-project--ss-61.jpg
]http://www.psu.com/media/killzone-projec...[/link]
Please kindly fuck off, fanboy.
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BAWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
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"Never played the first one, so I don't wanna comment on its quality or lack thereof, but graphically, it doesn't look as good as, say, Uncharted or Haze (or Halo 3, or Gears, or BioShock)."
you gotta be kidding me..., comparing Killzone 2 graphics to Halo 3 graphics... is like comparing a Lamborghini to a Hyundai. Killzone have some of the best facial and body animations ever seen in a videogame, everything else is also top notch, great game visually, the only doubt about i have is related to the multiplayer and single player content "because visually is undisputably one of the best games ever seen".
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bloody hell is that all!? o_O
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Hmm looks to me like the entire gun model has moved, you sure they only changed the hue
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Mate - these guys are skating on thin ice. I would love to buy a PS3 - but I've been getting bullshitted since 2004-5 over this shite!
It's nearly 2008!
They're still fucking up and, OK many screenshots ARE touched up, but Guerrilla & Sony need to be aware of this shit after losing so many of their customers for a combitation of arrogance, bullshit and a shite product with a borked architecture.
Again - I'm REALLY looking forward to playing God Of War 3 and Shadow of the ICO 3 in... 2010, when I buy my PS3!!!
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Bcolter summed it up correctly:
PS3 = BS3
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I'd say pretty much all of them. They are called bullshots and are pretty much part and parcel of the industry. EA got caught out with NBA Live 08 a couple of months ago.
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I remember all the hype, ps2 mags "halo kller" ( not that halo was great either)
played the demo thought it was run of the mill, didn't buy it.
Why is this better?
Baring in mind i have all the consoles, im not a fanboy, have ps3 and xbox360, t just seems the same but with better graphics.
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What i think you meant to say was comparing Killzone 2 and Halo 3 is like comparing a Lambo and a Ferrari. It'll look better than halo from some angles and worse from others.
@ Ryze
Wow you must have a degree in literacy, such colour language
@Stormflood
Thanks for a bit of sense amongst the brainfarts.
@farticusmaximus
Grillstation?!? BWAHAHAHAHA that's the funniest thing like, evah! I'm stunned Murdoch hasn't hired you to edit the Sun, you have SUCH a way with words!
@Steroyd
I feel your pain...
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On this game of all off them...!
There's a change of focus too on that retouched screenie. It's not just a colour filter.
Seriously, couldn't they just let it stand for itself? It's not as if the biggest competitor, Halo 3, actually looked that good.
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It's like when you see someone on tele making a cunt out of themselves and it makes you feel...well...uncomfortable.
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Wow, it seems EVERY great looking PS3 game is the best if not the best EVER SEEN to you Apologie
Anyway, Killzone 2 looks great. You can see the work and attention to detail that's gone into the game from the little touches we see in the movies and read about in the previews. It really does have the 'potential' to be something special. However, the texture resolution is rather on the low side (some worse than others of course), and I'm not convinced that it really offers anything beyond other FPSs. And graphically, it reminds me of COD4 in terms of look and feel (albeit in a sci-fi setting).
COD4 makes the graphics in KZ2 unsurprising. By that I mean if the 360 and PS3 could achieve COD4, then the graphics of KZ2 is not surprising on the PS3 in 2008.
Regarding the touched up pictures. Why is it I get the feeling that if this was a MS exclusive game, you wouldn't be cutting them any slack at all, but instead would launched an all out attack on MS and the devs!
That said, the comparison picture shown isn't really a big deal. The colour changes are well within the capabilities of the console (the devs for MGS4 and COD4 have demonstrated changing the lighting, colour, contrast, brightness of their games in realtime. So why not Killzone2?), and the comparison pic shown here isn't actually the same;
[link url=http://www.psu.com/media/killzone-project-/killzone-project--ss-61.jpg
]http://www.psu.com/media/killzone-projec...[/link]
It's from the same scene, but if you look at the soldier and gun in both pics, you'll see the postition is slightly different. So it's not touched up from the pic shown.
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/Just wishes they hadn't done anything to it
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Fuck off
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BScolter
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"Wow, it seems EVERY great looking PS3 game is the best if not the best EVER SEEN to you Apologie
Isn't that normal?? as time goes on, Dev's get more confortable with the system and and therefore increase the quality of they'r products.
"In case you guy's don't know it yet, Killzone 2 received the Special Commendation Award for Graphics" even before it's released... that gotta mean something... in what concerns the textures, as you know the game will recieve a lot of polish until it's launched so "it's not even optimised".
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From who? Why should I care?
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worse. gen. ever. (and i'm a 360 owner)
on the flipside, one of the best years for PC gamers (thank's crysis!)
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"Killzone 2 received the Special Commendation Award for Graphics" even before it's released... that gotta mean something... "
You talk so much nonsense.
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Rather like yourself Apologie...
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No need to reply, it's just my new thing, I'm going to make you aware and remind you that you're a cunt in every comments section I see you in.
Have a good day
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Bring it the fuck on
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"Killzone, Haze, Metal Gear, Wipeout, Gran Turismo, God of War, Final Fantasy, Team Ico..
Bring it the fuck on
You forgot the last bit...
"Bring it the fuck on
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Fo sho - just nice having good things to wait for
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Lighting is the most important part of any graphical asset in a video game. Without proper lighting, even the most high definition textures and carefully modeled polygon characters/environments will simply look like crap. Lighting is what makes these beautifully designed games come to life.
There are just TWO types of lighting possible: direct and indirect. Each have their own sub-categories like soft, harsh, diffused, etc. But there are ONLY two! It’s the mixture of these two which can provide a truly visceral experience. Killzone 2 uses a multitude of lighting effects applied in real-time on a situation-by-situation basis. This is by far the most complex and impressive lighting engine created for a console video game. Everything you see in Killzone 2 is made possible by the lighting engine. If you turn it off, you will simply have a black screen - this is VERY important to remember. Most video games do not use this type of lighting because it’s not only difficult to code - but uses an enormous amount of processing power.
The visibility in most games is attributed to only to the actual textures which are applied to objects in a game. Turn off the lighting in game X and you will still be able to see the room or area you’re in. This is static and pre-canned environmental lighting. In Killzone 2, everything you see is affected by ambient and direct light sources. If there is no light source nearby… there is no light… you will not be able to see anything. The color of ANY level can be dynamically changed by the color of the lighting engine.
I’ve heard a LOT of complaints about “It’s too GRAY!” from the E3 footage. Stupid people still exist! The level that was shown was under a looming thunderstorm… it’s no wonder everything is drab and gray… because the SKY is drab and gray. This is how lighting affects the environment. Imagine a hot, sweltering day where the sun is beaming down on you hard: everything will be bright, possibly reddish or tan like a desert. That same scorching hot day can drastically change with the weather - thusly completely changing your environment and everything in it via AMBIENT lighting or Indirect lighting.
Examples
In no particular order:
Our first example of lighting is probably the most prominent in the game: Muzzle Flash. This occurs when firing any number of different weapons. This light is Direct with mixtures of soft, harsh, diffusion and color. The color will no doubt be affected by the type of weapon you are firing. Some may be orange-ish, some may be more fluorescent. Take a look at the picture below to see just how this uses direct/indirect lighting to not only change the Helghast in front of your gun, but the environment as well:
http://gamers-creed.com/wp-content/uploa... ([link url=http://gamers-creed.com/wp-content/uploads/2007/07/muzzleflashsi4.jpg)
]http://gamers-creed.com/wp-content/uploa...[/link]
Aside from the Muzzle Flash - you will notice yet ANOTHER detail associated with firing a weapon: Muzzle Flare! I believe this is a replacement for the typical LENS FLARE effect we see in many games. This is being used instead because… HEY! We don’t run around with cameras in our faces when we’re in battle (that’s just how we roll)… so why should we get lens flare? Take note in the next picture the purple flare effect you see when firing your weapon:
http://gamers-creed.com/wp-content/uploa... ([link url=http://gamers-creed.com/wp-content/uploads/2007/07/muzzleflareaw8.jpg)
]http://gamers-creed.com/wp-content/uploa...[/link]
Impressed yet? Keep reading.
Next I’d like to show just how advanced and beautiful the Self-Shadowing is being done on players/enemies in Killzone 2. This uses a mixture of direct, soft and diffused lighting to help create shadows that are proper, SOFT (not jagged) and diffused. This is probably the most complex self-shadowing we have seen in a real-time game. Take special note that the characters do NOT use any Bump-Mapping for effect. All detail in clothing/armor are achieved through EXTREMELY high amounts of polygon detail: Note the subtleness of the diffusion being applied to both the lighting and shadows on this Mini-Boss and how it helps make his incredible detail simply “pop”!
http://gamers-creed.com/wp-content/uploa... ([link url=http://gamers-creed.com/wp-content/uploads/2007/07/selfshadowingms2.jpg)
]http://gamers-creed.com/wp-content/uploa...[/link]
Diffusion is one of the most impressive and realistic effects you can have applied in-game. This emulates exactly how real light would affect an object. Take a look at this example of diffusion: see how the muzzle flash is affecting the shattering box? The closer to the nozzle the wood fragments are - the brighter the light will be. Note how each individual piece of wood also affects the other fragments with indirect lighting - attributing to the stunning detail of proper soft shadowing!
http://gamers-creed.com/wp-content/uploa... ([link url=http://gamers-creed.com/wp-content/uploads/2007/07/diffusionuc31.jpg)
]http://gamers-creed.com/wp-content/uploa...[/link]
Here’s another great example of diffusion being used in conjunction with ambient lighting and proper self and soft shadowing. Take note in Sev’s brow, cheek, lips and ridge of his nose. This is how ambient lighting being refracted off of the clouds will affect players/environments in Killzone 2.
http://gamers-creed.com/wp-content/uploa... ([link url=http://gamers-creed.com/wp-content/uploads/2007/07/ambientts4.jpg)
]http://gamers-creed.com/wp-content/uploa...[/link]
Direct lighting is lighting that is being cast on a player/object in the environment from a specific light source such as a street light, desk lamp, candle, fire, etc. Take a look at this next example of a Helghast trooper underneath a light - note the incredible level of detail in his clothing that begins to “pop” simply from a few wrinkles:
http://gamers-creed.com/wp-content/uploa... ([link url=http://gamers-creed.com/wp-content/uploads/2007/07/directjv7.jpg)
]http://gamers-creed.com/wp-content/uploa...[/link]
This is probably my favorite example of how detailed and accurate the lighting engine in this game is. Someone (a hater) said in a post that the Helghast’s masks aren’t actually lit up - that they are simply textures - because such minute details don’t need that much attention. Here’s proof that this naysayer was DEAD wrong. Note how the goggles on this trooper’s mask light up his SLEEVE and the shadowing that is being created on his face-mask and sleeve because of this light. ALSO take note of this incredibly small detail of INDIRECT LIGHTING: take a look at the front of the helmet… notice the ambient lighting coming from the sleeve of the trooper is affecting his helmet? Remember… his goggles are UNDERNEATH the brim of his helmet. Goggles shine on to sleeve - sleeve then reflects diffused lighting onto the helmet… IMPRESSIVE!
http://gamers-creed.com/wp-content/uploa... ([link url=http://gamers-creed.com/wp-content/uploads/2007/07/helghasteyesoj8.jpg)
]http://gamers-creed.com/wp-content/uploa...[/link]
Explosions: Need I say more? Note how the light coming from the explosion is even affecting the air-duct and pipes underneath running just up and to the left of that poor Helghast who got his ass BLOWN TO SMITHEREENZ!
http://gamers-creed.com/wp-content/uploa... ([link url=http://gamers-creed.com/wp-content/uploads/2007/07/explosionsn2.jpg)
]http://gamers-creed.com/wp-content/uploa...[/link]
Lightning - Zeus commands it… now the Helghast do, too! Notice how this flash of lightning drastically changes the overall color of the environment. The fluorescent color of the lightning is what attributes to this environmental change. It also affects you (well… you can see your gun) and the Helghast. The color of the lightning is directly attributed to the color of the surrounding clouds - the fluorescence of lightning helps remove the muting typically associated with soft lighting. Fluorescent lighting is often noted as “Harsh” lighting because it is unnatural. Also take note how the lightning makes certain details of the cement curb “pop” like small holes and imperfections.
http://gamers-creed.com/wp-content/uploa... ([link url=http://gamers-creed.com/wp-content/uploads/2007/07/lightningtf4.jpg)
]http://gamers-creed.com/wp-content/uploa...[/link]
Let’s take one last look at all of the lighting elements combined into a single shot. Note the direct, indirect, soft, ambient, harsh, colored and diffused lighting along with proper self, soft, and diffused shadowing.
http://gamers-creed.com/wp-content/uploa... ([link url=http://gamers-creed.com/wp-content/uploads/2007/07/transportlightningrp4.jpg)
]http://gamers-creed.com/wp-content/uploa...[/link]
The sequence of pictures at the end illustrated the drastic changes in the surface caused by different light sources. Not many games use that quantity of resources to only light and shadow.
Another feature is that lights have regions of illumination. These sources cast partial shadows in a limited field.
We have more than four or five sources of light emitters. There are global sources, partial sources that radiate small fields, flashes, fixed lights that display shadows projected in the floor in combination, and some sources behave like dimmers.
CREDITS TO Ninja-Matic and SantiagoFlores.
http://community.eu.playstation.com/arch...
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It in NO WAY constitutes a 10/10, 5/5, Platinum, 100% scored game.
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LOL! No honestly, I almost pissed myself in real life! Coming from Apololol, that statement is fucking hilarious XD
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Oh yeah, and KZ2 will be overhyped shite. Just like the first. I love the back story and character/weapons designs, but the games themselves have been fucking crud. Guerrilla need to crack the basics (killzonesniperriflelol) before attempting anything as ambitious as KZ2.
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/sells PS3 in shame.
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Duh.
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Judging by the videos of the actual game in action, I'd say yes, you're right.
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""PS3 owners, you sure picked the right console!"
Judging by the videos of the actual game in action, I'd say yes, you're right."
Haha, so you think that this is worth choosing the PS3 for? A game thats not even out yet, how long after the PS3 was released?
PS3 fanbois, fucking jokers the lot of them.
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NOT!
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Mmm...Tell me more! Is it Apolilol's sister?
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So it was just the hue and saturation, eh?
Wonder how the ENTIRE RIGHT WALL DISAPPEARED? Was that too much hue or saturation? Mabye both? Mabye they went through and re-did the photo?
Nah, you're right -- must just be lighting enhancement. Guess Im just imagining the wall in the first picture.
OR you're a friggin' twit apologist. One or the other.
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I can't understand why people are so fond of the high contrast found in many games where shadows crushed and highlights are clipped. It looks really unnatural in most cases.
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Apologie is killing you wankers. This is fun to watch.
He is 100% right though.
*salt*
EDIT: This game should be fun! !
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]http://www.geomerics.com/enlighten-why.htm
[/link]
Click on the link.
Go down to the second screen shot - which has no textures.
See the difference between direct illumination - and radiosity.
Now that is great lighting - and they have become an UE3 IPP.
I suggest most games will be using this method of lighting in the not too distant future.
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You are just as bad as Apolilol, I must admit you've toned down your fanboyism in the last year or so but don't pretend like you're not a Sony apologist. The only reason your enthusiasm has taken a sideline of late is because you (unlike Apolilol) atleast had enough brain power to realise that the PS3 is not the holy grail that Sony promised you! I'm glad you don't come out with as much nonsense as you used to but please, stop pretending you are a non biased gamer, you are not.
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You need to get laid bad buddy.
You know to much about some dudes on a forum.
Some poor (but probably ugly) lady could take up some of this time you seem to have on your hands.
...are videogames really worth this much energy?
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TBH mate Radiosity is very 1990s.... current light models are way more advanced than that.
BTW as far as I know.. KZ2 does not use Radiosity... or does it? Maybe in a touched up kinda way
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Well we've all taken out time to post here. Looks to me like you've just as much time to waste as Kryon...
As for KZ2, I couldn't care less if they touched up the shot. I wonder how it plays?
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You're Canadian hence you really shouldn't be trying to insult others, glass houses and all that jazz...
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It's from one of those "Let's see if I can make feature X in the game seem more impressive than it actually is" blogs which did the rounds on forums about 6 months ago (as given in the last link in Apologie's post).
You can read a much better copy of it here, complete with pics;
http://uk.gamespot.com/pages/forums/show...
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Publishers playing silly buggers with screenshots = happening since videogames were invented. Check some old VCS/Intellivision/Coleco ads, and you'll see what I mean.
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NO-ONE CARES!
The lighting will be all for nowt if the gameplay's a great big pile of steaming hot wank.
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By the way, try to say something different then "the first Killzone was shit and so these one will be shit too"... that's ridiculous... it's like saying that the first XBOX was inferior/and a piece of shit when compared to Ps2, and because of that X360 will be equally inferior and a piece of shit when compared to PS3... just plain stupid.
(Sorry about my english)
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So you are admitting that to call the 360 inferior to the PS3 is "just plain stupid"? Well done Apolilol, there's hope for you yet (not very much but atleast you admit that you have been "just plain stupid" in the past)
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Part of that is to do with the presentation of your point of view Apologie. You don't just say things are great on the PS3, or excellent, or superb etc, it's always the "best ever" (which was the point I was making earlier).
For me, I've discussed that blog already numerous times months ago, hence I'm not really in the mood to go through it all over again (sorry
"..., the article i copied and paste before in these comment section about Killzone2, seemd coherent and somehow true "judgind by the videos i've seen"... the game have an extraordinary engine and presented some of the most impressive use of lightning "if not the best ever seen""
Again, "if not the best ever seen". It couldn't just be good, or very good or excellent, it always has to be or possibly be "the best ever seen". This is the type of line you use time and time again regarding PS3 games, including Heavenly Sword and Uncharted, often together with the suggestion that it's only possible on PS3, and hence even those gamers who may agree with you that something is impressive on the PS3, may feel unable to support you here because you always take it too far.
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Do you enjoy baby sitting Apolilol? I know you're a good chap but you wrap the fool in cotton wool by explaining the most obvious things to him, does he deserve that much attention? The guy is an idiot, why do you waste your time with coherent replies? He does not understand, he never will (and that has nothing to do with language barriers)...
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<a href='http://images.eurogamer.net/assets/articles//a/6/4/8/0/5/Halo3_002.jpg.jpg'>looks nicer than i remeber it</a>
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BAWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
seriously, who gives a flying fuck either way? OH NOES THEY CHANGED THE LIGHTING IN THE SCREENSHTOSRTa
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See, what you're forgetting is that 360 fanboys are quite possibly the worst around when it comes to trolling.
And what with this being potentially the best ps3 game - they're going to jump in all the time (probably worried as it's running in true hidef or something)
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"See, what you're forgetting is that 360 fanboys are quite possibly the worst around when it comes to trolling.
And what with this being potentially the best ps3 game - they're going to jump in all the time (probably worried as it's running in true hidef or something)"
Well, except that as has already been stated, it comes from a dire heritage with absolutely nothing proven, in terms of what it can/cannot deliver on.
Fact is, PS3 fanbois are spouting, once again, because KZ2 is apparently (yet again) going to be the 'next best thing on PS3 only'. I've lost count of just how many 'next best things on the PS3 only' there have been, in total.
Apologie, care to comment?
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Gametrailers tried this bullshit on Assassins Creed comparison shots because their capture hardware sucks and the shots became washed out.
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Uncharted seems to be the best runner in this category, speaking as a purely objective observer here.
It's just a damn pity Sony aren't marketing it at all over here, instead returning to their crappy surrealism adverts around the obligatory Ratchet & Clank spots, which is akin to swapping out your bloody, mangled stump of a shin for your remaining foot at the business end of the shotgun in your hands.
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"I've lost count of just how many 'next best things on the PS3 only' there have been, in total."
Uncharted seems to be only runner in this category, speaking as a purely objective observer here. "
Fixed.
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I wonder how many here who claim "Killzone sucked!!" has actually played the game?
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And then we have the so called surprises like Uncharted (really good game), Ratchet, Motorstorm, Resistance, Warhawk, Haze, Little Big Planet, Folklore etc... that are either great (because we already had the pleasure to play them) or exciting (because they look very promising).
Returning to Killzone2... i don't hype the game, i only say that the graphics look amazing. but as i said... gameplay, multiplayer etc... are yet to be seen, for now, i only comment on the graphics, and judging by the videos i see, they look bloody fantastic.
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Then people might have more interesting things to say about the subject.
But still, it's not and they don't.
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if i was a mod i'd just lock this because theres not much to discuss except "ps3 is shit" "suck my wee wee"
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Except that Assassin's Creed on the PStriple is a washed out blurry mess, as proven by EG's very own captures.
Not to mention how bug ridden it is on Phony's "powerhouse" platform, and yet, I just did...
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Uncharted and Ratchet ring any bells, laughing boy?
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CLIMBDOWN!
Again - you clicked on the wrong website.
Here you go:
[link url=http://us.gamespot.com/tosser
]http://us.gamespot.com/tosser
[/link]
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Yes they do ring bells, a bit like the spastic in The Hunchback of Notre dam.
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looks nicer than i remeber it"
Very good point... touching up (and even faking) screenshots is quite common.
Halo 3 in-game is far uglier (lo-res and jaggy) than the linked screenshot.
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<a href='http://images.eurogamer.net/assets/articles/a/6/4/8/0/5/H3_MPAlpha_HighGroundAssault.jpg'>Another Halo 3 example</a>
Just view the full image.... no way does it look like that!
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Sarcasm?
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[link url=http://img397.imageshack.us/img397/4237/0200655201300xn3.jpg
]http://img397.imageshack.us/img397/4237/...[/link]
edit: not really.
edit2: meant the one from E3 2006
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"TBH mate Radiosity is very 1990s.... current light models are way more advanced than that."
So your stating Dynamic (real-time) Radiosity lighting has been around since the 90's?
Can you state one engine that is based Dynamic (real-time) Radiosity lighting from the 90's? Or even to this very day?
And we are taking about true radiosity - not some shadow hacked "instant radisoity" which isn't radiosity lighting at all and certainly isn't in real-time, but is multi-sampled direct illumination with shadows disabled (leading to image degradation) to approximate the light and light-ray direction being calculated at random (leading to further image degradation) and refelcted a random number of times (leading to further image degradation) - all to give a rough approximation of radioisty.
Add in that the engine needs to also support convincing specular highlights from bounced specular lighting?
If what you were saying were true - the Doom 3 engine, which most agree was a work of genius at the time - would have actually have been viewed as a bit crap and old school with obvious flaws such as the torch lighting.
"The ability to compute radiosity effects in real time breaks a whole array of restrictions under which games are currently made. Without real-time radiosity the diffuse lighting solution is often computed off-line and layered on top of the geometry as a light-map. Then if a light is turned on, or the sun is obscured, nothing happens!
A noticeable example of this is when one is exploring scenes set in a dark room with a torch. In reality we know how exploring such a room will still allow us to see objects outside the torch light due to bounced light, but in practice games cannot traditionally achieve this effect."
What do we mean by 'real time'?
The phrase "real-time radiosity" is both over-used and abused in the graphics literature. For use in a game, computing radiosity at 10 frames per second (fps) is simply not good enough. For a lighting technique to be practical then in isolation it must be hitting well over 100fps, so that when it is incorporated into a complete solution, rates of 60fps can be achieved. Enlighten easily fulfils these performance requirements.
And before we move onto other things - I have seen the real-time ray-tracing used to run Quake 3 on the "30 GHz PC" - all good interesting stuff - making it difficult to predict exactly where graphics are going to go in the future.
All we do know is that the vision to make something look real is the objective; limited by the technology available to achieve the desired effect. But the technology available is also the software, as well as the speed of hardware and I think the new algebraic techniques used by Geometrics to answer these graphical problems will prove to be beneficial to gaming as a whole.
Of course – someone could come along and do what ever someone else has already done better and faster.
The future is almost here.
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Not at all... and please stop quoting Wikipedia on me.
I am glad you are excited for Radiosity... but it is old news in the world of computer graphics. Yeah yeah... maybe not in games, but there are much newer things now that produce better results for the power required to calculate them. Also radiosity is great for some types of scenes... but pretty shit for certain others.
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We have all seen plenty of screens of KZ2 already. We have even seen a trailer built entirely from gameplay footage. So we all know (even if some won't admit it) that it looks visually bloody stunning.
Whether the gameplay lives up to the task is something else entirely, but seriously, who gives a shit if a few screens had auto-contrast ran on them. We already know it looks as good as anything else out there from previous material we saw with our eyes.
Talk about scrabbling in the dirt for crumbs.
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The in-game image compared to those released - everything looks the same (lighting etc) except for the FK ugly and shambolic 640p image with no antialiasing.
That 1600 x 900 antialiased image - makes me think what could have been - instead of what actually is.
When you heard Bungie slagging off anyone who didn't like it as being a moaning Tinfoil hat wearing tit.
When they were here (EG towers) I asked them the question.
15:21:57 PM
With Bungie informing anyone with a tinfoil hat, that rendering without anti-aliasing at lower resolutions allows for better lighting - will Bungie be continuing their precedent with their next 360 games running at 480p upscaled to 720p but with even better lighting?
They didn't seem able to answer it within the 38 minutes they had left.
With Halo 2 you couldn’t quite believe what Bungie had managed to squeeze out of the Xbox.
With Halo 3 you couldn’t quite believe what Bungie had not managed to squeeze out of the 360.
Killzone 2 looks easily as good as Halo 3 - and at a higher res - which makes it more accomplished in my eyes.
Will KZ2 play as well H3? Unlikely - but you never know.
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"You have a very large proportion of the posters here calling you an asshole, in a variety of colorful ways, and they are all correct. Doesn't that make you feel sad? It certainly should do."
I hope you can see the irony in that.
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Ehhh... no.
But it's possible to take "in-game" screenshots (looks like the one posted) which are smoothed out and far better looking. Still retouched.... technically.
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Everything looks the same = possible to take "in-game" screenshots
Except for the FK ugly and shambolic 640p image with no antialiasing = which are smoothed out and far better looking
Which means it has obviously been "Still (been) retouched.... technically. - which I am agreeing with.
So
Ehh....yeah - would have been more appropriate.
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FFS, we've been shout at about how Killzone 2 graphics rapes Gears and shit, now this.
Like I heard somewhere from a ex PS-Ultra: "we can't brag about PS3 too loud, better whisper, it'll backfire"
Apologie: drop the copy/paste stuff, get it to Gamestop or something. Please ?
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The assertion I have made is correct – and it seems to pain you to acknowledge what you “the expert” said was wrong – to such a degree that you result to the use of derogatory comments, pertaining to the alleged use of Wikipedia.
People are not born in to their work – they learn, then understand. I was not born a barrister; neither does being one preclude me from understanding rendering techniques.
Next you’ll be telling me that anyone who is not a football manager of a premiership football team should never dare to have an opinion on football. Or anyone who is not a jockey should never voice an opinion on a horse race.
The reason most techniques have avoided radiosity is that the long held belief was that it could not be completed at a speed that would facilitate its use in game engines.
Just like when Carmack managed to give to the world unified shadow and lighting – it could be done – but most people could not implement a version of it that would facilitate it running on a PC – never mind the original Xbox.
Most people thought real-time radiosity would be years away – clearly they were wrong.
Clearly Epic also think like me – and that is the reason they have ensured that the first people to have cracked the problem of real-time radiosity are now on the Integrated Partner Program.
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Have you ever played on a PS3? I have a PS3 and 360 hooked up to the same rig and the colour satuation looks just as good on both!!
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Well that's good because judging by titles like VF5, the PS3 has serious problems anti-aliasing.
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The difference is nominal - more so with judicious use of saturation (colour) and contrast on the ol’ TV menu.
Obviously sometimes – the game engine itself tries to incorporate the muted hues as quoted above “in fact using a narrower range of colours gives less sharp borders and helps give a smoother appearance to objects” – which Assassins Creed certainly does but not necessarily to its benefit.
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"
Dude... you are reading way too much in my post. What I mean is that Radiosity might be cool but there are newer techniques now that yield better results. In no way was I slagging you off... if you really are interested in serious computer graphics. Try this:
http://www.amazon.co.uk/Advanced-Global-...
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[link url=http://books.google.com/books?id=D0HMgNoDzRYC&pg=PA270&lpg=PA270&dq=advanced+global+illumination+unresolved+issues+in+photorealistic+rendering&source=web&ots=RSk3IKLSYU&sig=CJiffllLTLW5XG1VQwaRqtmsUqA#PPP1,M1
]http://books.google.com/books?id=D0HMgNo...[/link]
You seem to be missing THE point - all the techniques you talk about - and covered in the book you have just recommended – are not better techniques.
While they are newer, they are effectively speed hacks to try to give the same result – of global illumination – without actually globally illuminating the scene as radiosity lighting truly would.
They are something that fakes the result – the book talks in length about probability of light reflection theory and waxes lyrical about the Monte Carlo technique.
NEITHER TECHNIQUE IS NEEDED if you have radiosity modelled accurately. Just like you do not need to do anything at all to generate reflections in ray-tracing – it is part of it.
The book you have quoted is all but obsolete as soon as true radiosity rendering has shown to be a success.
N.B. To see that hip 80’s techniques are still a pipe dream in 2007 to run in real time on a home PC at a level that would support even an old game – Google “30 GHz” pc running real-time ray-traced Quake 3 or 3 PS3’s having their work cut out to render a single car http://www.youtube.com/watch?v=oLte5f34ya8
edit : forgot to mention the book also states as a selling point "precomputed radiance transfer" I rest my case! lol
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I think this is somewhat true, even in the days of the PS2 there was a noticable feel to colour palettes. There is also the factor of TV settings as round your place the settings in the component channel (360) are different to the HDMI channel (PS3). Motorstorm initially looked very washed out until we played with the settings.
Back from your first comment ...
"Name another game that has had retouched screenshots published."
Plenty of Wii games (see the screen shots page and use view original) loads are at a resolution the Wii can't handle. (Nights is a recent example I spotted). For the 360 take a look at the Tom Clancy's Endwar shots here - linky. Shots in 1080p where some elements are nice and smooth but others are blocky. I suspect they have had a visit from Mr Photoshop. It always been done - original Xbox Amped got lambasted when a standard photoshop lens flare was pasted on top of a shot. This crap happens all the time and this is a non-story. Judge the games when you see then in the flesh and take *any* screenshot you see with a healthy dose of salt.
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How many more times must you be called an asshole to beat kangarootoo? I'll gladly contribute.
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Article - have KillZone 2's images been touched up's?
Answer from comments
Yes - just like almost every other game ever released - and that KZ2 is still graphically looking like one of the best console shooters yet.
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Or am I missing the point?
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"I've seen you get labelled an asshole considerably more than myself, so you can climb down off that high horse of yours."
I've never really been one to believe what I read on the internet. Though maybe that is because the internet looks so small from up on this horse
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"How many more times must you be called an asshole to beat kangarootoo? I'll gladly contribute."
It has to be well into double digits I would imagine. We are talking about just on EG threads, right?
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The Special Commendation is quite an honor as we weren't playable at the show, which I understood to be a requirement. I am particularly pleased that the team nevertheless got the recognition from the jury.
Expectations for and skepticism about Killzone 2 were so high after the E3 2005 trailer. How confident were you going into E3 that your demo would deliver the goods. What was it like watching the reactions of first group of journalists at the Killzone 2 preview event, and when did you realize that you'd gotten them hooked on the demo?
The vision that we set for the game through the E3 2005 trailer was purposefully ambitious yet achievable. But even though we always believed we could live up to our own benchmark, after a while it becomes hard to judge your own stuff. For me it was clear that our game was going to make quite an impact when we demoed the game to [Playstation studio chief] Phil Harrison and some of the marketing folks a few weeks before E3 and their first response was "Wow...what a rush!"
The game looked great at E3. How much work is left to be done before launch, and when can we expect to hear some details about multiplayer?
At E3 we wanted to show that we can live up to the promise of the original trailer. As for the second part of the question, we plan to follow up with more information on the game as additional details become available.
[link url=http://blog.newsweek.com/blogs/levelup/archive/2007/08/03/thanking-the-academy-hermen-hulst-on-killzone-2.aspx
]http://blog.newsweek.com/blogs/levelup/a...[/link]
----------------------------------
I wonder what do you guy's think about the team explanation regarding that CG trailer in 2005???
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"That car running on three PStriples looks no better (worse infact), than those in Forza 2, PGR4, and TD:U."
Or am I missing the point?
Nope your not missing the point - crap model's will still be crap model's no matter what or how it is being rendered.
And the other point is that the real-time performance of ray-tracing is not even close to rasterizing on the same hardware to the same level.
Which I think the video supports quite well.
That said - the below link and article (over a year old) may interest you - here is the first para
Ray tracing is something of a holy grail in graphics processing. By using standard optics equations to calculate the paths that light takes in a scene, a 3D renderer can produce scenes that are much more realistic than those produced by the kind of raster graphics that powers all 3D games and most computer-animated movies. What puts ray tracing out of reach for most rendering applications is the sheer amount of processing power that it takes to determine the correct behavior of the billions of beams of light that can illuminate a large, complex scene. Fairly recently, it was thought by most graphics experts that while ray tracing might see more widespread use in computer animation, it would remain forever out of reach of real-time 3D rendering on standard PC hardware.
[link url=http://arstechnica.com/news.ars/post/20060805-7430.html
]http://arstechnica.com/news.ars/post/200...[/link]
Another great article on ray-tracing in realtime (by the guy that did the Quake 3 RT RT) click below
[link url=http://www.pcper.com/article.php?aid=334
]http://www.pcper.com/article.php?aid=334
[/link]
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Hmmm, interesting, very interesting...
Cheers for that!
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Hahahaaa, well that's an interesting link, according to that the 360 wins 5 categories:
Best Online Multiplayer Game
Best Fighting Game
Best Role Playing Game
Best Action/Adventure Game
Best Console Game
While the PS3 wins a 'special commendation' for graphics and one more award for LittleBig Planet (Lol these titles aren't even out yet)
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Which means devs have to choose between a richer colour pallet or smoother edges.
And from what i've played it looks like alot of the exclusive title are choosing HDR over AA, which seems to pay off alot of the time as you kind hind an amount of jaggies with other effects plus HD res helps alot. Rachet and Clank just looks amazing, though really need to go back to Kameo and Viva pinata to see how it compairs.
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Ha finally you get the point
Welcome to games programming... where hacks are 99% of the end result
>The book you have quoted is all but obsolete as soon as true radiosity rendering has shown to be a success.
BTW that book is written by a buddy of mine... if you wanne go into more detail I can give you his email
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]http://www.neogaf.com/forum/showthread.p...[/link]
Here are some comparison pics between the CG trailer in 2005, and the actual game play footage (in-engine) of the recent videos.... the game is actually very similar in quality, and anyone ceptic about it can have the oportunity/pleasure to confirm that Killzone 2 will be very, veeeeeeeeeeeeeeery close to that CG.
It's an amazing achievement... and somehow supports the team explanation about the 2005 trailer.
"Even the half-brained creature called Kryon should be able to see it now".
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PS3 crew: big deal. It looks good. Can't wait.
360 crew: You guys SUCK dudes you fucking loosers wawawawa lolololol
Indeed.
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Those comparisons are poles apart!
F.E.A.R. looks better than KillZone 2...
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Forget the screen shots and look at the HD video itself and you see that the new trailer doesn't even come close to the original. lighting, detail, textures, everything is at such a high level in the CGI cut scene that the new one pale in comparison. Also this is a cut scene which is not representative of the actual ingame footage where the texture and detail fall off not only from the new cut scene but off the grid from the CGI cutscene.
<a href="http://www.gametrailers.com/game/1668.html
">http://www.gametrailers.com/game/1668.html
</a>
The thing is Killzone 2 looks good there is no doubt about that but it doesn't look better IMHO then Assassin Creed or COD4. After watching the ingame footage, the gameplay looks average at best. The enemy AI doesn't make you think this will be a game above average. The color palette looks uneventful and dull and even from the cutscene trailer the game looks very washed out.
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"Even the half-brained creature called Kryon should be able to see it now"
Well, that's half a brain more than you'll ever have sonny Jim. FACT!
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I only refer to graphics, nothing more..., and from what i've seen so far (purely videos), the game looks much closer to the 2005 CG trailer then i would ever expect... now, all the other things you mentioned "AI routines, physics modelling, gameplay, multiplayer etc"... are indeed yet to be seen, and my perception/opinion can change dramatically after i actually play it... " but for now, and after looking for the gameplay footage video, i must say that i'm particulary impressed with the physics and animations".
http://ps3.ign.com/articles/815/815430p1...
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No Apolol, you see, that's how normal people do things, your opinion will not change after playing it (even if the game is below par like Heavenly Sword and Resistance). Just like the whole COD4 discussion we had, even after a thousand posts from different people telling you that you were wrong (i.e. the game is roughly on par on both systems but possibly regarded as slightly better on the 360), EG said as much and so does GameRankings but even after all that, you STILL cling to the strange idea that the PS3 version is teh bestest (although you could give no valid reasons as to why it supposedly is)...So no, your opinions on games are formed by which system they happen to be on, not the game itself...
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Most game screenshots are "touched up" (especially if they're in development)
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Well done!
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So it's okay to publish touched up screenshots as long as nobody calls you on and you publicly admit it?
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"It's hardly the same as the actual devs (in this case Guerrilla) getting rumbled and having to admit that they purposely 'slightly touched up and polished' supposed in-game footage..."
What like Amped? Now which studio was that again?
linky
Give it up, this sort of thing is so common with the vast majority of games.
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As far as I can recall, Bungie never stated that the screenshot that Hughes linked to was actual in-game footage running as it would on a 360 (correct me if I'm wrong)...
Besides, you make out like Guerrilla deserve praise for admitting the 'extra polish'? C-mon, it's so obvious they could hardly deny it...
@DrDamn
I never claimed that Guerrilla was the only dev to ever touch up a screenshot, although, I'd like to see some proof that this is "so common with the vast majority of games."
Maybe it is but I can think of plenty of screenshots that I've seen which look untouched and not many that are as obviously different as this KZ2 mock up.
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To be fair, they admitted it was a mistake at the time. It was suppose to show how they expected the game to look when it was finished and was suppose to be labelled as concept art (or something like that). But unfortunately, it got included with genuine screenshots from the game, hence the confusion.
To others here, game screens at resolutions much higher than the actual game are obviously not meant to be the actual resolution of the game.
Some time ago, a dev said (I can't remember who it was) that the reason they release such high resolution screens is really for print purposes. On paper (i.e. in game magazines), screenshots of games at their default resolutions tend to look much worse than they do on screen, especially when the image (or part of it) is blown up to a large size for use in a feature or for the magazine cover. Hence such screens are not meant to represent the game resolution, but simply to look good in print (hence magazines request them).
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"Maybe it is but I can think of plenty of screenshots that I've seen which look untouched and not many that are as obviously different as this KZ2 mock up."
Would it be so obvious if you hadn't seen the other ones? It's only by comparison that some editting is obvious. Would you have spotted it if there wasn't a "news" story about it? Take a look through recent screens. Condemned 2 - screens look a bit smooth. Endwar - obvious mock ups where resolution of different objects in the screen are different. Look hard enough you can see it all over the place.
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Fair play, I'm sure it does go on more than certain devs would like to admit but that doesn't mean all of them are up to it and I don't know if it's fair to make a sweeping statement like "the vast majority" purposely mislead the public by pretending their "in-game" footage is teh real when it's clearly not (obviously Guerrilla are OK with this kind of stunt) but you (or I) have no real idea of what percentage of devs put out shoddy mock ups (unless it's really obvious, like KZ2 or indeed intended for print as Yaz pointed out in regards to the Halo shot)
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Yes, once the game was out and people actually had played it, I'm pretty sure people would start to notice it... It isn't just the contrast that's been changed after all...