Ps3 Tech Support

  • Subscribe to our RSS feed.
  • Twitter
  • StumbleUpon
  • Reddit
  • Facebook
  • Digg

Friday, 18 March 2011

Tech Analysis: Mortal Kombat Demo (PS3)

Posted on 15:31 by Unknown
In terms of whether or not this latest installment of Mortal Kombat succeeds, this mostly depends on how well the game resembles those classic first three entries in the series in terms of gameplay. And while its far too early to come to any conclusions from playing the demo, the early code does indeed show some promise. But it also falls short of the mark in certain areas. The hit detection for example, doesn't feel quite right.

Released last week exclusively to PlayStation Plus subscribers, NetherRealm Studios latest, the self-titled Mortal Kombat, is now available for everyone to download. The current demo is a Sony exclusive for now. So while multiplatform comparisons will have to come later, we can at least get a good look at how the PS3 version fares on its own merits - word is that the release of the Xbox 360 demo is still undecided at this point.


Like with MK vs DC Universe, 'Mortal Kombat' uses the Unreal Engine 3. But unlike most titles that utilise the tech, the game operates at sixty frames per-second, requiring some heavy customisation in order to get the game up and running within a 16ms per frame budget. To do this much of underlying rendering elements have been paired or cleverly streamlined in order to give the engine some leeway in meeting this target - MK vs DC had roughly 9ms per-frame, leaving a 7ms gap just in case rendering went over budget.

As a compromise, elements such as, self-shadowing have been disabled, the lighting system simplified (using a combination of per-pixel lit floors and per-vertex lit backgrounds, both static and dynamic), and various components of the game's code made to run asynchronously for maximum efficiency. In addition, the time spent sorting and rendering alpha-based objects has also been reduced.

However, this means that the UE3 can now support a stable 60fps update whilst still featuring a wide range of suitable visual effects. Characters and environments are reasonably detailed without looking spectacularly so, and the lighting - a mix of a few small dynamic lights, and a large degree of pre-baking - works within the context of NetherRealm's art design, without bringing in much depth to the action.



Seeing as the entire engine has been crafted around meeting that 16ms, 60fps target update, a starting look at performance is in order. Above we've put together a a short analysis vid showcasing some of our initial fights in the game's Ladder Mode (Arcade Mode basically).

The game hits its target 60fps refresh rate and never drops a single frame during regular play. V-sync is also permanently enabled, so that there is no screen tearing to be found whatsoever. The only time we see a drop in smoothness, is during execution of the characters X-Ray moves. However, this has no impact on controller response times as control is taken away from the player as soon as these are activated.

We also find that the game's use of slow motion in these sequences helps in making these drops go unnoticed.


The game's consistently smooth refresh is good news indeed. Although, in terms of its graphical make-up, first impressions are decidedly mixed. While the art design reasonably reflects a re-envisioning of the classic 2D MK games - brought up to date with an additionally 'edgy' styling - the game appears quite blurry, with edges looking soft and fuzzy. It's hard to belive that MK is presented in anything but sub-HD.

Well, as it turns out this isn't the case. Mortal Kombat is in actual fact rendering a full-fat, 720p framebuffer. The reason for the noticeably poor image quality comes down to the game's anti-aliasing solution - there simply isn't one. Instead, a cheap, 1x1 pixel blur has been employed, and that is the root cause of the upscaled look.

The blur deals with any potential 'jaggies' rather well - despite noticeably reducing overall IQ. And this further is enhanced by the way in which the human eye blends frames together during motion at 60fps.




We can also see that the game's alpha buffers are rendered out in half-resolution before being upscaled to match the native 720p framebuffer. The lack of filtering (not even a bilinear solution) also gives them a heavily pixelated look, with 2x2 pixel wide blocking artefacts being obviously visible in the screenshots above and during play when situated close to the TV screen.

Most PS3 titles, be that exclusives or third-party offerings usually use either lower res, or quater-res alpha buffers. Although, filtering is almost always extensively employed, making sure that effects feature a very smooth, blended appearance.

As this is the opposite in MK, we can only assume that either; it's early code and that the lack of filtering is simply a rendering issue that hasn't been corrected, or, that the bandwidth requirements of filtered alpha effects is simply too much for the UE3 to handle in a 60fps environment.

It will be interesting to see how both the Xbox 360 version, and the final retail PS3 game fares in this regard.


So far, Mortal Kombat hardly looks incredible. But it does look nice enough (bar the obvious edge blurring and low res effects), with the documented trade-offs in order to run in 60fps being worth it for the increased fluidity and smoother controller response. Although one can't quite feel that a custom, in-house designed engine, rather than a highly customised UE3, would have been more preferable.

On the other hand, the gameplay currently feels like an uneasy mix of both the old 2D installments and the newer, Soul Calibur-esque PS2 games. When compared up against Mortal Kombat 4 - the first of the series' 3D installments, but also an almost purely 2D game - it appears to be quite far away from delivering a suitably faithful representation of those first three, fondly remembered titles.

With just over a month to go, NetherRealm Studios still have some time left to polish up some of the visuals and make a few much-needed gameplay tweaks. The demo code, is according to the team around nine weeks old, with some people speculating that it could be even older. In which case, we shall see when the finished product hits.

Thanks go out to AlStrong for the pixel counting and Richard Leadbetter for the use of Digital Foundry's analysis tools.
Email ThisBlogThis!Share to XShare to FacebookShare to Pinterest
Posted in | No comments
Newer Post Older Post Home

0 comments:

Post a Comment

Subscribe to: Post Comments (Atom)
Economy Hosting just Rs. 109/month for 12 months!

Popular Posts

  • Kinect Gets Hacked: More Hardware Info Surfaces
    Getting console peripherals fully up and running on the PC has been pretty much commonplace over the last few years. In that time we have se...
  • Kinect Components Cost Just $56
    Many people have indeed doubted Kinect’s initial launch price of £130, sighting that the core components – such as the cameras and depth sen...
  • BioWare Confident About PS3 Mass Effect 2 Port
    There seems to be a recent trend occurring with developers commenting on the state of less than stellar PS3 conversions. First we had Ubisof...
  • Editorial: Having Space To Kinect
    Given the nature of how Sony's Move operates in small, enclosed environments so admirably, I never had any large concerns about having e...
  • NVIDIA Shows Off New Tessellation Tech
    The underlying tech behind 3D graphics rendering is constantly evolving, moving forward, whilst also delivering a better environment in whic...
  • PSP Phone Specs Revealed
    The PSP Phone may have been a no-show at Sony’s CES press conference, but that didn’t prevent further details surrounding the machine being ...
  • Tech Analysis: RE: Revelations Gameplay Video
    Nintendo showcased a small variety of software at its recent World Event in Japan. However, it was the first time that Capcom demonstrated R...
  • Ninja Gaiden Sigma 2 - Tech Analysis
    The original Ninja Gaiden Sigma (NGS) represented one of the first wave of 1080p enabled games to hit the PS3, which showed that despite the...
  • Retro Tech Analysis: Virtua Racing (MD vs 32X)
    Well, here’s the final part of our Christmas/New Year holiday coverage. Having mostly been put together after hours outside of a busy period...
  • Uncharted 3 Tech Update
    We’ve already taken an in-depth technical look at Uncharted 3, analysing both the original teaser trailer and subsequent gameplay demo . Ho...

Categories

  • 1152x640
  • 1280x1080
  • 2D displacement
  • 32X
  • 360
  • 360 slim
  • 360 vs ps3
  • 3d
  • 3D conversion
  • 3d gaming
  • 3DS
  • 3DS ssfiv
  • 45nm
  • 4gb
  • 60fps
  • a2c
  • after burner climax
  • alan wake
  • alpha coverage
  • alpha to coverage
  • ambient occlusion
  • anisotropic
  • anti-aliasing
  • aou 2010
  • apple
  • arc system works
  • Arcade Hits Pack
  • assassin's creed brotherhood
  • BBC iPlayer
  • blazblue
  • bungie
  • calamity trigger
  • call of duty black ops
  • capcom
  • castlevania rondo of blood
  • cell
  • cod black ops
  • comparison
  • crackdown 2
  • crazy taxi
  • criterion
  • cryengine 3
  • crysis 2
  • dante's inferno
  • david cage
  • david coombes playstation 3
  • dead or alive dimensions
  • dead rising 2
  • demo impresions
  • demo impressions
  • digital distribution
  • digital instructions
  • Directionally Localized Anti-Aliasing
  • dkcr
  • dlaa
  • dlc
  • dmp
  • doa
  • donkey kong country returns
  • DQIX
  • dragon age 2
  • Dragon Quest IX
  • DS
  • DSi LL
  • DSi XL
  • ea
  • ea sports
  • earthworm jim hd
  • editorial
  • enslaved
  • epic citadel
  • epic citadel demo
  • epic games
  • Feature
  • fight night champion
  • final fantasy xiii
  • final fight double impact
  • framebuffer
  • GDC10
  • gears of war 3
  • gmg
  • god of war 3
  • gow3
  • gran turismo 5
  • green man gaming
  • greenmangaming.com
  • gt5
  • Guerrilla Games
  • Gunblade NY
  • halo reach
  • halo reach beta
  • handheld
  • Hands-On
  • HDMI 1.4
  • hdr
  • head to head
  • heavy rain
  • ico
  • image based lighting
  • imagination technologies
  • infamous 2
  • instruction booklet
  • ios4
  • ipad
  • iphone
  • iphone 4
  • iphone os4
  • iPlayer 3
  • kane and lynch 2
  • killzone 3
  • Kinect
  • King Of Fighters XIII
  • Kirby's Epic Yarn
  • KOFXIII
  • L.A Machineguns
  • la noire
  • lag
  • Lair of the Shadow Broker
  • latency
  • LBP2
  • little big planet 2
  • lost planet 2
  • madden
  • mafia 2
  • mafia ii
  • marvel
  • marvel vs capcom 3
  • mass effect 2
  • md
  • mega man
  • mega man 10
  • megadrive
  • microconsole
  • Microsoft
  • MLAA
  • morphological anti-aliasing
  • mortal kombat
  • movie
  • msaa
  • mt framework lite
  • mt framework mobile
  • namco
  • naughty dog
  • NDS
  • need for speed hot pursuit
  • Neo Geo
  • nes
  • netherrealm studios
  • nfs hot pursuit
  • ninja theory
  • Nintendo
  • nintendo entertainment system
  • online pass
  • onlive
  • PC
  • pc engine
  • pce
  • perfect dark
  • peter moore
  • PICA200
  • platinum games
  • play tv
  • PlayStation Eye
  • PlayStation Move
  • polyphony digital
  • power vr
  • preowned
  • prince of persia
  • Project Natal
  • project ten dollar
  • PS Eye
  • PS Move
  • ps3
  • ps3 slim
  • ps3 vs 360
  • psn
  • psp
  • publishers
  • QAA
  • quantic dream
  • quincunx
  • quincunx anti-aliasing
  • rage hd
  • rdr
  • re5
  • red dead redemption
  • remedy
  • resident evil 5 gold edition
  • resident evil revelations
  • retail
  • review
  • rockstar
  • rsx
  • samurai shodown sen
  • santa monica studio
  • second hand
  • sega
  • SGX535
  • shadow of the colossus
  • shinkiro
  • sin and punishment
  • sin and punishment successor of the skies
  • singularity
  • smartphone
  • smg2
  • SNK Playmore
  • SNKP
  • sonic
  • sonic 4
  • sonic adventure
  • sonic and knuckles
  • sonic and knuckles 3d video
  • sonic and sega all-stars racing
  • Sonic Classic Collection
  • sonic team
  • sonic the hedgehog 4
  • sony
  • Sony Ericsson
  • splinter cell conviction
  • split second
  • ssao
  • SSFIV
  • star wars the force unleashed II
  • Subcontroller
  • sucker punch
  • sumo digital
  • super mario all stars
  • super mario bros
  • super mario galaxy 2
  • super stardust hd
  • Super Street Fighter IV
  • swfu2
  • TAA
  • Taito Type X2
  • team bondi
  • team ico
  • team ico collection
  • tech analysis
  • tech report
  • tecmo
  • the last guardian
  • the sands of time
  • time crisis razing storm
  • tom clancy
  • treasure
  • treyarch
  • turbografx
  • ubisoft
  • ubisoft montreal
  • uncharted 3
  • unreal engine 3
  • Valhalla
  • vanquish
  • vc
  • vf5fs
  • virtua fighter 5 final showdown
  • virtua racing
  • virtual console
  • visceral games
  • wii
  • wiiware
  • xbla
  • Xbox 360
  • Xbox 360 s
  • xdr
  • Xperia
  • yakuza 3

Blog Archive

  • ►  2012 (5)
    • ►  April (2)
    • ►  March (2)
    • ►  February (1)
  • ▼  2011 (48)
    • ►  December (1)
    • ►  November (3)
    • ►  October (2)
    • ►  September (2)
    • ►  July (2)
    • ►  May (2)
    • ►  April (2)
    • ▼  March (8)
      • Tech Analysis: Crysis 2 (360 vs PS3 vs PC)
      • Tech Analysis: Homefront (360 vs PS3)
      • Kinect: Now On PS3?
      • Tech Analysis: Mortal Kombat Demo (PS3)
      • Tech Analysis: Motorstorm: Apocalypse Demo
      • Tech Analysis: Fight Night Champion (360 vs PS3)
      • Tech Analysis: Dragon Age 2 Demo (360 vs PS3)
      • Dragon Age 2 Gets Texture Boost On PC
    • ►  February (9)
    • ►  January (17)
  • ►  2010 (191)
    • ►  December (15)
    • ►  November (15)
    • ►  October (16)
    • ►  September (17)
    • ►  August (19)
    • ►  July (16)
    • ►  June (21)
    • ►  May (16)
    • ►  April (15)
    • ►  March (17)
    • ►  February (17)
    • ►  January (7)
Powered by Blogger.

About Me

Unknown
View my complete profile