The notorious Tekken 6 Live PS3 Tech Demo from 2006!
Read a full interview below the description with Harada-san about the Tech-Demo and the upcoming Tekken 6!!
Video Description:
This long footage was never fully released to the public as it was E3 exclusive at the Namco. There were only a few who manage to capture this by cam, and the quality has never been full HD as the Live Demo actually shows. A small clip of Lilli fighting Jin was the only on-screen capture that was released to the press.
In this video, the cam capture has been fixed and enhanced to the best possible and sound as well as it had some audience noise in the background. The on-screen footage has been added to the video to fit as best as possible for the best experience of this rare footage.
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Interview:
"Tekken 6" Shown in front of visitors in the form of a real-time rendering demo using a PS3 development machine. How was this to come?
Harada: " It looks like it was edited because it even has a cut of the camera, but that demo itself is running on the PS3 development machine in real-time. So, when you start the development machine, The "Bandai Namco Games" logo will appear, and that demo will appear. This is happening in real-time. Therefore, if you change the camera, you can see the characters from different directions!
Honestly, if you spend time and money, you can make a good pre-rendered movie anywhere. This E3 is just the best example with all trailers around. The impact of the pre-rendered movie is amazing. It's more appealing to watch, so it's more suitable for such venues as this.
However, this time I changed the approach. As I said earlier, there is no difference in pre-rendering, and what we will ultimately make is a game. The definition of real-time rendering in the Tekken team is 60 frames per second, which is the lowest line. In addition to that, this time we also added the condition that it supports 16: 9 HD. I'm not aiming for that, but I'm drawing it as the minimum line.
So, at this level, there are 20 steps in the completion of the game. This is the level of 1 or 2. The final image is still in our minds. Making this demo was a great learning experience. This time, the techniques used by the characters are all those that appeared in the game..
Looking at Lili's fight, I couldn't help thinking, "Maybe" 6 "hits an obstacle and blows away!" There was something like a sensation in that.
Harada: "I still have a plan, but there isn't a proper T6 coming out from the events shown in this demo. It just shows our shadow mapping and lights and effects. That's the case, and there are many things that haven't been implemented. I think it will be a pretty good result in the end. in the bigger picture of T6, I want to make the screen changes very dynamically...
This isn't because it became a PS3, but there was something I had been thinking about for a long time, and as a result of doing it, it happened that I was using the full functionality of the hardware. It's always "not enough". Game creators aren't happy with the status quo. I'm often asked, "Do you feel the potential of the PS3?", But I don't think there are many creators who are satisfied with what they have been given at this point. "I really want to do something more," he says, "I still don't have enough features and power when I try to use it."
Does "supporting 16: 9 full HD" mean that the video is output at a resolution of 1,920 x 1,080 with an HDMI connection?
Harada: That's right. Like SCE's "Gran Turismo HD", this can also be output in full HD resolution in real-time. The resolution of the video has increased with the next generation machine, in Japan I feel that the developer resolution has not been mastered it yet. There are many developers that lag behind. Overseas manufacturers that are making games in the midst of multi-platform development based on PC Is originally compatible with high resolution.
Currently, Japanese developers say that they are "lagging behind overseas players."What do you feel when you continue to work on-site when it comes to production on next-generation consoles?
Harada: " The burden on designers is simply increasing, and even if the texture density is actually quadrupled, the hardware including the current PC maintains 60 frames per second. If you put multiple necessary textures properly and it works at HD resolution, it's not simple. I think that's the hurdle that we have to put up with. If it's about 30 frames I can go, but that's not the case with fighting games."
What kind of shape will "Tekken" evolve in that?
Harada: There are a lot of things we want to convey, but I think the first thing we need to do is answer what our users are looking for. I want to listen to the voices of the world and incorporate them.
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