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LBP vs. LBP2 - A Graphical Comparison (Video)
Archive: 23 posts
I know theres a thread for beta videos, but I thought people may want to easily see the difference between LBP and LBP2. The below video shows clips of a level played in both LBP and LBP2. It shows how different things look and how a level changes. I also did not edit the LBP2 version of the level, as to showcase the accuracy of the forwards compatibility. It's quite clear that overall, the biggest difference is with the hazards, where in LBP1, only the hazardous object itself would be light up, in LBP2, they have become more of lights, with a wide radius that their lighting spreads across. http://www.youtube.com/watch?v=3rqJ6s_W9eI http://www.youtube.com/watch?v=3rqJ6s_W9eI Also, to anyone interested in what I'm playing, it's called 'Clouded Umbra - 1 - Fading Light' and it's the first level of a series that me and goldenclaw13 have been working on. One day it will be complete, but atm, it's at a stand still The level relies heavily on lighting, so I thought it would be a good level to compare the graphics with. | 2010-10-22 02:51:00 Author: Kog Posts: 2358 |
WoW! Nice vid cog! LBP 2 looks a bunch better than lbp 1 | 2010-10-22 02:53:00 Author: shadow3596 Posts: 2442 |
Thanks for posting this. I'm currently working on doing the same thing to illustrate my point in the other thread I started. Might not be a bad idea to mention this clip there too. Huge differences! I have to admit that some of the area's look better to me... and some much worse. It's disheartening to know how much tweaking has to be done to go in and try and re-achieve the visual effects you had originally in places where you want them to look the same though... especially in instanes where you know it just can't be done. Nice looking level. You're quite the platformer aren't you? I don't know how GC13 puts up with me online... I'm so terrible at platforming and can never keep up with him. | 2010-10-22 05:58:00 Author: Rustbukkit Posts: 1737 |
Thanks for posting this. I'm currently working on doing the same thing to illustrate my point in the other thread I started. Might not be a bad idea to mention this clip there too. Huge differences! I have to admit that some of the area's look better to me... and some much worse. It's disheartening to know how much tweaking has to be done to go in and try and re-achieve the visual effects you had originally in places where you want them to look the same though... especially in instanes where you know it just can't be done. Nice looking level. You're quite the platformer aren't you? I don't know how GC13 puts up with me online... I'm so terrible at platforming and can never keep up with him. Truth be told, I cut out a lot of my deaths xD The level was made to be hard and hard it is. | 2010-10-22 07:14:00 Author: Kog Posts: 2358 |
There is no video link :/ | 2010-10-22 07:46:00 Author: Screeno Posts: 153 |
Truth be told, I cut out a lot of my deaths xD The level was made to be hard and hard it is. lWell hey, at least you're honest. There is no video link :/ Try viewing it on your PS3 browser. Worked for me | 2010-10-22 09:06:00 Author: Rustbukkit Posts: 1737 |
Looks great, in fact 90% of it looked good, and 100% seemed to work the same. I don't really get what people's issue is with lighting changes... you had a lot of different lighting here and it all looked better in LBP2. The only obvious issues: Coloured fog was black in LBP2, probably an easy bug that can be fixed. Electric hazard looks awful. Instead of colouring it luminescent blue, they've made it a blue light source with a huge radius. This means not only does it light up everything around it, it also doesn't look blue, because it just looks like a regular object in blue light! This really needs to be fixed because there are a LOT of levels using strips of electricity to create a cool effect. Fire looks really cool, in fact in this level really improved the look of the bit where the fire is falling down, but it might not suit every level with regard to the amount of flame. | 2010-10-22 09:36:00 Author: thor Posts: 388 |
/Looks cool, thanks for sharing it with us Cog. I will agree some things will look better in LBP 2 but some will look worse, at least some parts. I am unimpressed with the new poisonous gas look, like Rus said in his thread, it looks like just a bunch of invisible rockets pointing to the ground. The new flame hazard looks great, although for people who want the flames like in LBP1, there should probably be a flame radius. As for electrical hazards, probably have no radius since you could just attatch a light, that should be fixed and the controls are good, although I'm surprised why people complained so much about the LBP1 controls. Sure it got laggy sometimes, but I liked the controls. | 2010-10-22 16:38:00 Author: Dragonvarsity Posts: 5208 |
Ok, I added a direct link for people who can't see the video in the thread | 2010-10-22 20:59:00 Author: Kog Posts: 2358 |
Hmm.. good comparison, and I like the level I thought most of it looked better in LBP2, with the exception of the electricity areas. If they removed the blue glow, it would be so much better :/ I honestly like the new horrible gas, though. I think it looks quite good, and I thought that the gas-monster thingy looked better. But that's probably just me | 2010-10-23 09:18:00 Author: Unknown User |
new electricity is shexy.... | 2010-10-23 09:27:00 Author: AA_BATTERY Posts: 1117 |
LBP2 Looks better for this level | 2010-10-23 09:42:00 Author: .jamo Posts: 172 |
LBP2 looks a good bit darker and the fog is black in comparison to the original greeney blue colour, this affected the visuals of the fog monster when you had to shoot him. As for the lightning its looks good but the glow really ruins anything near it, they should give the option to adjust the radius of the glow or an option to completely turn it off. The lighting, fire and gas look great IMO. The bit with the falling fire balls looked really cool in LBP2, great comet effect. (love the trail of fire) Not much can be said about the lighting that already has not been said. A nice option for the gas would be to adjust the speed of the gas flow, similar to the animated texture materials. | 2010-10-23 13:34:00 Author: Darkcloudrepeat Posts: 606 |
Not much difference It looks like. | 2010-10-23 17:14:00 Author: HzX Posts: 15 |
If you want a video's url, you can always quote the post and get it there. | 2010-10-23 19:58:00 Author: ThisDudeRufus Posts: 170 |
The only thing I could see that was worse was the boss fight, you couldn't see it at all, except for the lights. However, the new fire is smexy. And for the new electricity, I agree that it is too bright here. However, in levels that aren't so darkly lit, it would probably be okay. | 2010-10-23 21:44:00 Author: Super_Dork_42 Posts: 1874 |
The only thing I could see that was worse was the boss fight, you couldn't see it at all, except for the lights. However, the new fire is smexy. And for the new electricity, I agree that it is too bright here. However, in levels that aren't so darkly lit, it would probably be okay. Well, you couldn't see the boss well because the background was pitch black. And that was because the forward compatibility didn't make it as it was in LBP. | 2010-10-24 00:31:00 Author: Kog Posts: 2358 |
Shweet video. It's cool to see a comparison like this. I can see the differences in the beta, but being able to almost see them side by side is cool! To those questioning why people are upset with the backwards compatibility: Some levels aren't so lucky. For example, my LBL 4 in 1 entry looks AMAZING in LBP2, but there are 2 problems. 1. It doesn't look as bright and cheery as before, and it looks more serious, and dark. It just doesn't look right. 2. On LBP1, I used terribly inefficient logic, and got away with it. The elevator at the beginning is powered by a three way switch being pushed by a big sponge block with a random paintball splatter on it. On LBP2, the elevator turns on for a second, then just stops dead, meaning I'd have to edit it in LBP2 to fix it, (since I'm lazy, and couldn't be bothered to load up LBP1) therefore taking one of my LBP2 level slots instead of an LBP1 level slot. Aside from that, sometimes a level can look and work AMAZING in LBP2. I was trying to make a space level in LBP1 the week before the beta started. Playing it in LBP2 literally made my jaw drop. The lighting and shadows looked SO great, and I think I will finish that level once LBP2 actually comes out, because I think it actually showed the power of LBP2's graphics to me, which the story levels didn't even do. (I'm talking about the shading and textures by the way, not my creating skill.) | 2010-10-24 02:26:00 Author: KlawwTheClown Posts: 1106 |
Amazing video! Also, my levels rely a lot on lighting too, not much as in effects, but as in visibility. Some of my levels have a kind of dark setting, so yeah, i can't wait to see what they look like in LittleBigPlanet 2. Thank you for posting this! | 2010-10-24 14:35:00 Author: Unknown User |
I remember trying to use paint balls emitted from a controllable bot to take out bot brains, and it worked too for the time being. Later on there must've been an update or something, and the paint balls did nothing. But then again, I've should've done it the right way (paintball counter). I just didn't know how to use it at the time. I still don't know how to 'add up' multiple counters. | 2010-10-25 10:24:00 Author: Cheezy WEAPON Posts: 283 |
they ssure did a good job with the lighting in lbp2 Nice video ! | 2010-11-01 10:21:00 Author: TOXIC_KILLA_ Posts: 147 |
I got to play the beta recently (a RL friend was lucky enough to get in) and was really impressed by the lighting as well. It looks like all objects now occlude light correctly and cast proper shadows, lights have realistic falloff now and the materials seem to more accurately to light. It looks like they've even got realtime AO and color bleeding in there which is really impressive for a 3D engine. The new electricity and fire effects are nice, but I'm not really sold on the gas and smoke from burning/exploding objects. While the old gas looked kind of like a 2D fluid hack, I think the swirl of it's motion was pretty nice. The motion is still the same, but instead of doing a true 3D fluid simulation, it looks like they're just emitting their roundish volumetric particles along the same path which gives it too much of a "puffball" look. Hopefully they'll figure out a way to split the difference there. I can see why people are a little worried about the lighting in their levels transferring over to the new game, with the extra shadows and lights having more falloff than before, it's going to effectively make everything look darker overall. It'd be nice to have a global option for tonemapping to bring up the darks. | 2010-11-01 18:37:00 Author: Chazprime Posts: 587 |
I have to say, I rather liked that I'm just wondering how my levels will look. Knowing me, that's probably the first thing I'll do once I get the game | 2010-11-01 18:46:00 Author: kirbyman62 Posts: 1893 |
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