Killzone: Shadow Fall Was Running on 3GB RAM, 40,000 Polygons

Guerrilla Games has released technical slides of the Killzone: Shadow Fall demo which was shown in February.

The demo ran on a mere 3GB RAM raising doubts of what they can do when they utilize the extra memory fully. The PS4 has a total of 8GB GDDR5 RAM with 1.5GB reserved for the memory.

The characters in the demo were at 40,000 polygons and this is a 4x increase over the polygons in Killzone 3. It also featured 8,200 physics objects, 120 voices, 110 ray casts, 940 entities, and 60 AI characters.

They have also said that the PS4 is really easy to program for, GPU is really fast, and GDDR5 bandwidth is awesome. The anti-aliasing used was FXAA which is sort of a cheap way to do it but it allows for more performance.

It maintained 1080p and 30 fps without many dropped frames which is a great achievement considering the technical advances the demo brings with it.

Killzone: Shadow Fall is the first 1080p game we know so far and Guerrilla Games looks to raise the bar once again when it comes to technical prowess.

ps4 slide killzone shadow fall

Via – Guerrilla Games.

  • Bill E Weaver

    XB1’s Ryse of Rome the characters on that game are 150K polygons, and a reported 60fps….Hmmmm, Sony isn’t performing so well if htese numbers are true.

    • ScionicSpectre

      The amount of polygons they’re using says very little of how many the PS4 is capable of rendering. Not to mention all of the techniques built into the hardware that aren’t even being used in this first cycle of games, such as dynamic tessellation with displacement maps. Of course, this should be available on the XBONE as well, so there’s not much to worry about.

      Also, when character designs feature a lot of mechanical equipment over organic styles, they’re bound to consume less polygons. Not to mention the apparent lack of human faces in many of these Killzone models.