View Full Version : fafalada --- your opinion of APEX (Xbox racer)
Check out the screenshots at :
http://gamespot.com/gamespot/filters/products/screenindex/0,11104,562094,00.html
iscariot
28-Dec-2002, 06:56
not quite the level of AX-Impact or ERP racer but not bad at all :wink: Milestone Studios? Never heard of them :-?
How about a few good quality gameplay pics;
http://www.milestone.it/eng/RE/new/InGame02.jpg
http://www.milestone.it/eng/RE/new/InGame05.jpg
http://www.xbox2k.com/screenshots/show.php/original/288/97.jpg
and some videos;
Sportscar City (http://www.apex-game.com/movies/sportscar_city.zip)
Sportscar Racetrack (http://www.apex-game.com/movies/sportscar_racetrk.zip)
Roadster Racetrack (http://www.apex-game.com/movies/roadster_racetrk.zip)
Dreamcar Racetrack (http://www.apex-game.com/movies/dreamcar_racetrk.zip)
Supercar Stadium (http://www.apex-game.com/movies/supercar-stadium.zip)
Dreamcar Stadium (http://www.apex-game.com/movies/dreamcar_stadium.zip)
Dreamcar Mountain (http://www.apex-game.com/movies/dreamcar_mnt.zip)
More info and videos can be found at www.apex-game.com
I can't wait for this game, from the descriptions it sounds great. It would be even better if it was on Live.
btw-Milestones website is www.milestone.it
Here is some info I found about the game engine at Gamershell (http://www.gamershell.com/news/BRacingEvoluzioneBscreen.shtml);
Features:
* +60000 polygon building with high definition textures, Mental Ray generated light maps; rendering, lighting and special effects based on vertex and pixel shaders, obtaining a realism yet to be seen on any platform.
* 4 main characters the player will be working with at the factory, will have about 8000 polygons each, character skinning based on a very complex skeleton, motion captured movement, facial animations and lypsinc.
* About 4 or 5 other characters will also be working in the factory
* In total there will over 250 motion-captured animations
* More than 12 cars each with up to 10000 polygons, 1Mb of compressed textures and cube environment mapping will present simultaneously in the factory
Tracks (each)
* Up to 500000 static polygons
* Up to 50000 polygons based on bezier patches
* Up to 15 Mb of compressed textures
* Up to 2 Mb of procedural textures
* 3D volumetric textures for light effects and particle effects
* Texture animations
* Mental Ray generated light maps using up to 5 Mb of compressed textures to obtain realistic static shadows and light effects
* Rendering, lighting and special effects based on vertex shaders and pixel shaders
* An impressive 3 Km line of sight
* High polygon count 3D trees and bushes
* Extremely detailed buildings and other tracks objects; buildings made up mainly of just cubes at last are a thing of the past
* Static cube environment mapping on buildings
* A texture detail method, so that you can see the blades of grass, the stones in the asphalt and the grains of sand
* Persistent skid marks left by the cars
* Physics moveable objects such as bales of straw, tires, traffic cones, etc.
* Very realistic water effects, using pixel shaders and particle vapour effects
* Variable environmental sounds
Cars (each) & Handling
* Up to 30000 tristripped polygons and 2 pop-free LODs
* Open and closed cars with a high level of detail.
* Up to 1Mb of compressed textures
* User choose-able car colours
* Dynamic shadows using shadow buffers
* Realistic procedural car deformations based on physics
* Procedural tires with deformation based on the car physics and blur effect
* Breakable parts such as glass and plastic
* Custom illumination model using pixel and vertex shaders
* Driver with +1000 polygons, well defined textures and over 20 motion captured animations
* Dynamic car engine sound effects
Playability - Game experience
* Extremely realistic rigid body simulation implementing realistic suspensions (real spring and damper behaviour)
* Accurate collision detection
* Gaming experience greatly improved by a tire/ground contact force determination
* Slipstream physics, will make the battling on high-speed tracks a breathtaking experience
* Road surface information; oil slicks, manholes, broken road, etc
* Human-like, learning AI; the more they drive the better they get, so they will always be an exciting challenge for the player
* Advanced AI behaviour
* Soft driving learning curve
* Various types of driving aids; gear-changing, steering, counter-steering, acceleration, brakes, etc.
AUDIO
The capabilities of the Xbox audio chip let us to implement very realistic engines sounds, with real crowds and life environment.
In the 3D user interface, each room will have its own ambiance ( music, activity of people machines… ) , and using lipsync, will deliver a very immersive experience when interacting with the player's team.
Support of the Dolby Digital 5.1-channel of the Xbox; the driving experience will be greatly enhanced through the use of it.
General Points :
* FSAA ( antialiasing )to get rid of those annoying "jaggies"
* Quick access times and possibility to save tons of replays, thanks to the hard disk availability
* The game at a smooth 60 fps
sergio_r
28-Dec-2002, 11:02
Just read the spec list.
Oh my shite
Awsome!
Please, god of games, let this one be good.
sergio_r
28-Dec-2002, 11:37
not quite the level of AX-Impact or ERP racer but not bad at all :wink: Milestone Studios? Never heard of them :-?
They are the guys that did screamer, screamer 2 etc etc.
BenSkywalker
28-Dec-2002, 13:05
Mental Ray generated light maps using up to 5 Mb of compressed textures to obtain realistic static shadows and light effects
That sounds odd, using a ray trace render engine for lightmaps, looks good from the screenshots though(did MR add radiosity?).
WOW! Very impressive. Now THIS is what the Xbox should be able to do. If it plays as good as the screens..man look out. Especiailly at 60 fps. Who's doing it?
Dr.Doom
29-Dec-2002, 03:27
can the xbox really do this without any slow downs?
CaptainHowdy
29-Dec-2002, 03:46
can the xbox really do this without any slow downs?
I think the slowdowns we are used to in games like Halo are just because the devs had been making it for PC and really didnt have time to get a grasp of the Xbox's hardware, I am sure Xbox can handle this game without a big problem..
this game looks amazing, I personally think Xbox should be crowned the new King of Racers,it really has the best of the best, I will take Rallisport over GTA 3 any day.
PC-Engine
29-Dec-2002, 06:14
Well all you have to do is look at PGR which was a 1st gen game made in less than 12 months. Now imagine what a 2nd gen game would look like with proper development time :wink:
This is a really looking nice game btw and the car selection is good too. This game kinda looks like a souped up version of TD Lemans with more varied cars. That roadster clip with the GT300 MR2 Spyder and Lotus Exige looks really sweet.
DeathKnight
29-Dec-2002, 06:14
This game has been shaping up pretty well :)
I've been having a lot of fun with SegaGT2K2 lately.
Sega GT has great gameplay, but piss-poor graphics. It's a liiitle short on the subtance too imo (you can get the best everything save tuneups by the end of season 1 - ~6 hours playtime for me).
marconelly!
29-Dec-2002, 07:52
Awesome looking game! I think the developers have said they had to lock the framerate to 30FPS because it was too inconsistent when all the stuff listed there was enabled.
I personally think Xbox should be crowned the new King of Racers,it really has the best of the best, I will take Rallisport over GTA 3 any day.
I know there is racing in GTA3 but come on ;) Xbox is missing on Burnout 2, which is amazingly fun racer, and has that crappy version of NFS:HP2, though.
Burnout 2 is due in Q1 2003 for Xbox, IIRC, with a supposed visual upgrade. Burnout 1 was much more than a simple port, hopefully 2 follows in its footsteps.
IGN has had a hands-on preview: http://xbox.ign.com/articles/366/366435p1.html
BS.
That hands-on refers to the PS2 version. As far as I know the development on GC/Xbox versions of Burnout 2 wasn't even started when the PS2 version hit the streets. Devs told me (I work for a european print mag) they will *probably* make a GC/Xbox sometime this year (2003). It depends on the success of the PS2 version.
IGN still has it listed as a generic "TBA 2003" as the release date.
To be honest it doesn't phase me either way, I won't be getting it.
These are the same people who told everyone Burnout ran in 720p on the Xbox, when it really only did 480p.
And I think there are many better racers out there than the Burnout series. :) Many.
But hey, you work for a European print mag, allow me to bend over so you can paddle me with your superior knowledge...being a journalist for a euromag and all. :P
:P
Pointing out I work for a euromag wasn't a mean to suggest I have "superior knowledge" but just an explaination about how I got in touch with the devs.
Burnout 2 rocks. There are no better arcade racers out there at the moment on any system. Well, at least until Fafalada's one shows up :)
WOW! Very impressive. Now THIS is what the Xbox should be able to do. If it plays as good as the screens..man look out. Especiailly at 60 fps. Who's doing it?
Problem is this game runs and will run at no more than 30fps. Devs admitted it in an interview/preview on an italian website (http://www.nextgame.it/html/articolo.php?id=3205)
Now, I wont translate all of it, but it says the 30fps limit is due to the desire to add anti-aliasing and other cool effects.
PC-Engine
29-Dec-2002, 11:10
I think the game should include an option to turn off AA and run at higher frame rates.
sergio_r
29-Dec-2002, 12:48
WOW! Very impressive. Now THIS is what the Xbox should be able to do. If it plays as good as the screens..man look out. Especiailly at 60 fps. Who's doing it?
Problem is this game runs and will run at no more than 30fps. Devs admitted it in an interview/preview on an italian website (http://www.nextgame.it/html/articolo.php?id=3205)
Now, I wont translate all of it, but it says the 30fps limit is due to the desire to add anti-aliasing and other cool effects.
hmmm 30fps, hmmmm
yeah, I think it can get away with it, a la waverace. Still, 60 would have been the icing on the cake.
Still, ID rather have 60 than 30 with AA anyday
Well it took a while for me to finally say this but I think this is the first game on Xbox that the Gamecube and PS2 could'nt pull off graphically. I mean without stripping down the graphics too much. Not dissing the XB either..this game blows away every game on the system graphically that I've seen..sans Fable. What's the history on these guys? What have they done in the past? I may have to get a steering wheel for my Xbox if not just for this game.
It looks like 2003 may be the year of the racer. With this and F Zero. Also Maro Kart and Ridge Racer Next. PG2 and another Rallisport.
I've always felt that a game needs a consistent framerate, not so much a fast one, although it's certainly welcome if it's fast too. GT2 on PSX had a below 30fps framerate but it was consistent so it made the game perfectly playable. 30fps should be fine.
What kind of game is this? Is it a GT type game or more of an arcade racer?
marconelly!
29-Dec-2002, 20:11
Burnout 2 rocks. There are no better arcade racers out there at the moment on any system. Well, at least until Fafalada's one shows up
Precisely :)
Well it took a while for me to finally say this but I think this is the first game on Xbox that the Gamecube and PS2 could'nt pull off graphically.
I think Wreckless is a much better example of that. It used every trick in the book that NV2A supports. Although it also runs at 30FPS.
randycat99
29-Dec-2002, 21:32
What happen to all the Xbox people who kept chanting, "I'd rather have a game locked at 30 fps, than 60 with inconsistent rates." Now they wish for 60, if they could drop the AA. Before all of that, they were gloating they had AA in a game and nobody else did. Seems like they endlessly change what they want based on what's in the game in question.
Me, personally, I think the screenshot looks great. For once I can say, that looks like a well-done Xbox game, graphics-wise.
Seems like they endlessly change what they want based on what's in the game in question.
Seems to me somebody thinks people who play Xbox have a hive mind...
Did you consider the possibility that some Xbox gamers want different things from others?
randycat99
29-Dec-2002, 21:53
Seems to me somebody thinks people who play Xbox have a hive mind...
No, that couldn't possibly ever be the case. They are superior in every possible way, including the console they have chosen. :roll: Take it easy there- just making an observation. I did say the game looked good, didn't I?
JacksBleedingEyes
30-Dec-2002, 00:46
I think the game should include an option to turn off AA and run at higher frame rates.
What are you stupid? Is the Xbox a PC or a console. Removing graphical features for gameplay is not a console thing. Go play your PC.
randycat99
30-Dec-2002, 01:12
I think it is weird that PC Engine can't stand screen tearing, but is willing to let a little aliasing go unchecked. :P
PC-Engine
30-Dec-2002, 01:27
I think the game should include an option to turn off AA and run at higher frame rates.
What are you stupid? Is the Xbox a PC or a console. Removing graphical features for gameplay is not a console thing. Go play your PC.
I think everyone knows who's the stupid one around here. Go play SSBM and come back to me when you've been enlightened. :wink:
think it is weird that PC Engine can't stand screen tearing, but is willing to let a little aliasing go unchecked.
Um why is it weird? I hope you know that many Xbox and GCN games have aliasing, heh unfortunately the "jaggies" trademark belongs to the reigning king that is the PS2 :P
Yeah, jaggies are very "successful" and thus Sony has an exclusive deal on them until 2005. ;) *cough*
Anyways.. 30/60fps framerate matters depending on the game or genre in question.
For example.. racing games and platformers are generally fine with 30fps.. while FPS games and fighting games (among others) greatly benefit from a solid 60fps.
30fps is fine with me as long as it never slows down. TD:LM on DC was a perfect 30 and I still love to play that game.
Yeah a solid 30 fps like Waverace Bluestorm is great. One would swear that game was running at 60 fps. The thing is is that it's so smooth and solid..that's why it can be 'gotten away with' so to speak.
BTW, Does anyone know from what fps FZero GCN is running at (or supposed to)? I've downloaded tons of movies of thats sob and I'd swear Sega's AV has got it at a blazing 60fps or damn near it. It's possibly gonna be the fastest racer ever. The videos are just insane. Can't wait for that one. Word is Japan will get it 1st qrt and US Spring.
sergio_r
30-Dec-2002, 11:44
What happen to all the Xbox people who kept chanting, "I'd rather have a game locked at 30 fps, than 60 with inconsistent rates." Now they wish for 60, if they could drop the AA. Before all of that, they were gloating they had AA in a game and nobody else did. Seems like they endlessly change what they want based on what's in the game in question.
Me, personally, I think the screenshot looks great. For once I can say, that looks like a well-done Xbox game, graphics-wise.
Ive never asked for 30 with AA
My opinion != all xbox owners opinions
cybamerc
30-Dec-2002, 13:08
F-Zero will most likely be 60 fps for the simple reason that it's an arcade title.
BenSkywalker
30-Dec-2002, 13:09
I've downloaded tons of movies of thats sob and I'd swear Sega's AV has got it at a blazing 60fps or damn near it.
Do you have any links? The fastest clip I've seen was running @29.97FPS.
Steve Dave Part Deux
30-Dec-2002, 22:53
I doubt any of the media avaliable on the internet is encoded at higher than 30fps.
Wel the mpegs are refreshing at 30 but that does'nt represent what the game is running at. The actual gameplay "looks" to be running pretty darn fast. For example, My Metroid prime movies are clocking at 31 fps but everyone knows the 'actual' game is a speedy 60 fps.
Hoo boy those movies are nice. Graphically this game looks to be the goods, but I'm more concerned about how the cars handle as well as the amount of tracks available in the game. Also from what I've seen in those movies it looks like Apex won't be offering any real-time damage, which is a shame but not a critical omission.
And it's like Dural said, a solid 30fps is fine (especially when a game is looking this good) because as LeMans on DC showed us, a locked 30fps racing game can still be a very enjoyable experience.
Not that I'm making excuses, 60fps is always preferable.
Hoo boy those movies are nice. Graphically this game looks to be the goods, but I'm more concerned about how the cars handle as well as the amount of tracks available in the game. Also from what I've seen in those movies it looks like Apex won't be offering any real-time damage, which is a shame but not a critical omission.
It does have realtime damage, in one of the videos a bumper is dragging and emitting sparks. As for tracks, from what I've read there are going to be a bunch with multiple mountain, racetrack, city, and stadium tracks. Looking at the website, there seem to be at least 20 tracks. For each environment there is USA, Europe, and Japan with at least three different tracks from each of those except for maybe the stadium tracks.
Roadster City (http://www.apex-game.com/movies/roadster_city.zip)<---Video showing the realtime damage
edit-just checked the game info on the site and it says "54 enormous tracks"
It does have realtime damage, in one of the videos a bumper is dragging and emitting sparks.
it will have realtime damage, but with zero consequence on gameplay.
Peppermonkey
31-Dec-2002, 16:15
54 tracks! Wow, I might just get this game.
It looks really good for a racer, and I haven't bought a racing game in such a long time. I think I'm ready for my next racing fix. 2k3 will be the year of the racing games!
I believe the new F-Zero is 60 fps.
cybamerc:
F-Zero will most likely be 60 fps for the simple reason that it's an arcade title.
Well... I wouldn't generalize it to just arcade titles, since quite a few arcade showings in recent times have run at 30 fps from some of the smaller arcade devs/publishers out there - some of the Konami dance/rhythm games, some Jaleco racers and Midway shooters I think, and more. However, it's a safe assumption to believe it's 60 fps because it's a SEGA arcade title - they've pretty much all been 60 fps for going on nine years now, since around 1994 and their Model 1 board (outside of 18 Wheeler American Pro Trucker.)
Peppermonkey
31-Dec-2002, 17:41
If it were up to me, I'd have 30 fps with more detail rather than 60 fps with less detail.
I just read where Apex is also for PS2. Anyone have any screens of it on PS2?
marconelly!
01-Jan-2003, 20:46
60 FPS is really a must for a fast racer in my opinion. It's nice to have a pretty picture, but that doesn't compensate for the rush I get from the smooth, fast motion. I can't even imagine how jerky F-Zero would look at those speeds if it's 30FPS (but I'm pretty sure it's not)
iscariot
05-Jan-2003, 17:11
http://www.xboxworld.nl/images/screenshots/apex083.jpg
http://www.xboxworld.nl/images/screenshots/apex084.jpg
http://www.xboxworld.nl/images/screenshots/apex068.jpg
http://www.xboxworld.nl/images/screenshots/apex073.jpg
:o
Tagrineth
05-Jan-2003, 19:54
I think everyone knows who's the stupid one around here. Go play SSBM and come back to me when you've been enlightened. :wink:
The hell? SSBM has one graphic feature option, flicker filter on or off. It has ZERO impact on performance... it's just a matter of personal preference. I normally have it ON when in interlaced and OFF when in progressive (well duh, that's the whole point!). It's not like Flicker Filter ON results in halved FPS. :\ SSBM is 60fps at all times, I have yet to see any slowdown in it whatsoever.
PC-Engine
05-Jan-2003, 21:56
The point I was trying to make and obviously failed somewhat was that a console game can also have graphical features turned on/off and isn't mutually inclusive to only PC games.
Tagrineth
06-Jan-2003, 17:12
The point I was trying to make and obviously failed somewhat was that a console game can also have graphical features turned on/off and isn't mutually inclusive to only PC games.
Yeah, but you were suggesting FSAA on at 30fps vs. off at 60fps. That's a bit more significant than flicker filter on/off.
PC-Engine
07-Jan-2003, 00:51
The point I was trying to make and obviously failed somewhat was that a console game can also have graphical features turned on/off and isn't mutually inclusive to only PC games.
Yeah, but you were suggesting FSAA on at 30fps vs. off at 60fps. That's a bit more significant than flicker filter on/off.
That depends on the application though. Enabling FSAA does take a performance hit depending on the application.
Luminescent
07-Jan-2003, 01:03
The thing is, since there is v sync, if the framerate fluctuates it drops down to the nearest in sync framerate.
Ooh-videogames
07-Jan-2003, 22:30
I took a look at the website and from what I've read this game specs aren't something that can't be easily done on the GC.
The tracks consist of 500,000 polygons and cars 11,000, now if my calculations are correct. 500,000 polygons at 30fps brings that total on screen to 15mps plus an additional 330,000 from the cars.
The over all total becomes 15,330,000 polygons persecond.
DeathKnight
07-Jan-2003, 22:31
Well, just looking at the polycount doesn't tell the entire story ;)
cybamerc
07-Jan-2003, 22:38
The track may be 500k polys but you don't see all of it in every frame.
Ooh-videogames
07-Jan-2003, 23:05
I no the datasets for the Xbox will be larger, but in the end theres nothing that point to it being impossible. What I want to know is how much memory does 500k polygons take up before textures are added.
DeathKnight
14-Jan-2003, 02:35
Here are a few trailers/vids for Apex/RE:
Milestone site trailer (http://www.milestone.it/eng/RE/movies/RE_Low.avi)
USA Track (ftp://ftp.download-center.com/pub/Download/it_infogrames_com/RacingEvoluzione/RE_USA.zip)
Some City Track (ftp://ftp.download-center.com/pub/Download/it_infogrames_com/RacingEvoluzione/RE_CITY.zip)
Asia Track (ftp://ftp.download-center.com/pub/Download/it_infogrames_com/RacingEvoluzione/RE_ASIA.zip)
France Track (this one is a bit older) (ftp://ftp.download-center.com/pub/Download/it_infogrames_com/RacingEvoluzione/RacEv.zip)
:lol:
i guess ,also sampling physics at 60 or 30 changes alot...
Peppermonkey
14-Jan-2003, 15:48
SSBM is 60fps at all times, I have yet to see any slowdown in it whatsoever.
Try turning off all items but Pokeballs, and then constantly pick them up and throw them on the ground (in a 4 player match). I'm sure you'll notice slowdown. BTW, this is the only time I have ever seen slowdown, and every other time, even with constant action on the scree, it runs very smoothly.
The tracks consist of 500,000 polygons and cars 11,000, now if my calculations are correct. 500,000 polygons at 30fps brings that total on screen to 15mps plus an additional 330,000 from the cars.
The over all total becomes 15,330,000 polygons persecond.
Let's make this a little more reasonable.
500,000 polygons on the track... we will probably see no more than 30% of the track (unless it's a really short track)
500,000 * .3 = 150,000
If we have 10 cars (unless this is daytona/nascar racing, we won't have to worry about 30 cars) that makes at the max...
11,000 * 10 = 110,000
110,000 + 150,000 = 260,000
260,000 * 30 = 7,800,000
Well within Nintendo's conservative estimate for the GC. Please understand that this would be the theoretical max if you only see 30% of the entire track, and you have 10 cars on the screen, and they don't have some sort of "not rendering what's not seen" algorithm going on. If they had that kind of algorithm, I'd have to say that only 75% of each car model would be shown at once, making the number from 11,000 to 8,250 and 110,000 to 82,500 and 7.8 million to 6.975 million. I'm assuming they are not doing this so I'd estimate 7.8 million polys per second.
Now if we look into bump mapping, fill rate, and other statistics, we might find something the GC might not handle well, but given the numbers, I'm pretty certain that the GC could handle the poly count.
DeathKnight
14-Jan-2003, 15:54
I would think the polycount is a bit higher than your estimates. What impresses me is the full cube environment mapping on every single car (including the rims).
I would think the polycount is a bit higher than your estimates. What impresses me is the full cube environment mapping on every single car (including the rims).
and apparent distortions from damages.
Peppermonkey
16-Jan-2003, 16:49
Cube environment mapping does not add that much to the poly count.
Cube environment mapping is not a completely true reflection.
marconelly!
17-Jan-2003, 00:19
I would think the polycount is a bit higher than your estimates. What impresses me is the full cube environment mapping on every single car (including the rims).
It definitely looks impressive, but I have heard from a (supposedly) playtester, that reflections get updated at half the main framerate - that would mean at 15FPS.
DeathKnight
17-Jan-2003, 03:41
Reflections look buttery smooth from all of the videos I've seen (unlike PGR's reflections). Although, it could be another case of dev kit prowess being used for the vids and the somewhat finished product or testable product being more optimized for an actual Xbox.
maybe they sacrified 60fps ,also because 1/4 frame reflection update would have feel too "popy" ?
Peppermonkey
17-Jan-2003, 15:23
Usually "reflections" run at a lower framerate than the actual game. It's kinda weird, but that's how it works.
Usually "reflections" run at a lower framerate than the actual game. It's kinda weird, but that's how it works.
What ever the reason is, it's certainly very distrating and unfortunately quite present in most Xbox racers that I've seen. It also looks quite unnatural IMO.
marconelly!
18-Jan-2003, 03:46
Yeah. That's why I prefer reflections in GT3 more, even though they use simpler, spheric mapping model. It just looks more smooth and natural.
JavaJones
19-Jan-2003, 08:27
Actually, you can see in the video how the reflections update: geometry clipped at a much closer distance (noticeable pop-up in reflections), and rendered at a visibly lower resolution. I'm not sure if the framerate was lower, though it doesn't appear noticeable so from the videos.
- JavaJones
Up to 30000 tristripped polygons
Is that just another term for vertices?
Up to 30000 tristripped polygons
Is that just another term for vertices?
just a cheap PR 'tech' FX. It means that all the polygons (triangles) are
attached together to gain efficiency ... 8) i don't think a single one developper on earth doesn't use tristrips ...
Apex is almost here! EB says it'll ship February 18. The short video on the recent OXM disc looked promising. And the game's gotten an 8.0 from EGM.
Who's going to bite? I might check this game out for the graphics alone. Looks like a gorgeous racer, and from all accounts, it plays pretty well too.
Kolgar
elchuppa
09-Feb-2003, 19:34
has anyone else noticed how a lot of these games appear to have a much higher resolution in posted screenshots than final gameplay?
Peppermonkey
09-Feb-2003, 22:45
Yeah, Panzer Dragoon Orta didn't look anywhere near as sharp/anti-aliased as the screenshots portrayed. (I play on an HDTV in 480p)
I don't understand why they keep posting screenshots of things that look either photoshopped or rendered (at a higher res and crazy antialiasing)
Consider me disappointed. I grabbed the game on the way home from work today and visually it is nowhere near the quality of the screenshots (not a huge surprise). No widescreen support, 30fps, average detailed cars.
Nice backgrounds though. Very nice. Handling is like a much looser Gran Turismo. There's heaps and heaps of tracks which is good.
But I was expecting more, particularly in the visual department.
zidane1strife
13-Feb-2003, 19:41
heheh... interesting...
FYI, the game has a lethal bug related to the memory save, that prevents any progression in the career mode.
Also it appears that the PAL version has a nasty sound bug. Don't play this game up too loud. :?
Up to 30000 tristripped polygons
Is that just another term for vertices?
just a cheap PR 'tech' FX. It means that all the polygons (triangles) are
attached together to gain efficiency ... 8) i don't think a single one developper on earth doesn't use tristrips ...
Thanks for the info.
30k 'tristripped' polygons per car, yet it also says "More than 12 cars each with up to 10000 polygons".
Well I'm confused. :oops:
Sorry to bring up an old subject, but...
Mental Ray generated light maps
Mental Ray.....is that some sort of ray casting algorithm they used to generate the light maps?
Mental ray is an advanced renderer that have pretty impressive lighting capabilitiies(hdri ,global illumination,photon mapping,etc..) they used it to generate lightmaps (and they don't say to what extend,so it's pretty meaningless).It's very easy to do in Maya,and probably Max5.
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