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#1076 |
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Naughty Boy!
Join Date: Mar 2009
Location: Liverpool
Posts: 2,980
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Any word on Shank & Joe Danger ?
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wookies love cookies ! |
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#1077 |
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Senior Member
Join Date: Nov 2007
Posts: 1,386
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anyone able to check Disaster report 4 (sorry for the jpeg compression)?
http://i.imgur.com/Tq5PG.jpg not sure if its bullshot but looks like it might be another phyre engine game and very clean. Support to support 3d. |
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#1078 |
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member
Join Date: Feb 2002
Posts: 7,509
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Hey, Visegrad is like an hour's drive from here, I should take a look and maybe catch Noble team there
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My opinions do not represent that of my employer blah blah etc. |
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#1079 | |
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Senior Member
Join Date: Sep 2008
Posts: 1,880
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#1080 |
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Member
Join Date: Dec 2009
Posts: 619
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Lara Croft and the Guardian of Light is now available on PSN. Any info about IQ? Xbox 360 version is 576p@MSAAx2 IIRC.
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#1081 |
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penguins
Join Date: Feb 2004
Posts: 13,978
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People only made presumptuous claims, but it wasn't confirmed.
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#1082 |
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Senior Member
Join Date: Sep 2008
Posts: 1,880
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Guardian of Light on PS3 seems definitely a lot less sharp and defined than Underworld did. Still a fine looking game, though.
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#1083 |
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Member
Join Date: Dec 2009
Posts: 619
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You analyzed some screens in march http://forum.beyond3d.com/showthread...14#post1403214
But that wasn't final build of course and version wasn't confirmed. |
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#1084 | |
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Now Officially a Top 10 Poster
Join Date: May 2006
Location: Maastricht, The Netherlands
Posts: 12,907
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#1085 | |
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Member
Join Date: Dec 2009
Posts: 619
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Quote:
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#1086 |
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penguins
Join Date: Feb 2004
Posts: 13,978
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Had a quick look. It's definitely not 720p or 4xAA. I'm reasonably certain it is 576p 2x on 360. The isometric view can hide aliasing a lot easier, so I only had a very small set of steps that were even usable in the darkness of the tutorial level....
I'll have to check PSN at a later date. 2GB for a three minute demo tutorial is kinda not on my priority list.
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#1087 |
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Member
Join Date: Jun 2006
Posts: 556
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It did? There was very little aliasing, sure, but the output image is severely blurry and lacking in fine detail, just as it is in all 360 games based on this same engine but the withdrawn viewpoint makes the lack of resolution more noticeable here. Check out some native 720p/1080p shots of the PC version (should be some at GAF if you look) and the difference is like night and day, you can actually make out the fine detail in the character models at the default viewpoint this way, all of which is lost due to lack of pixels in the 360 version.
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#1088 |
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Senior Member
Join Date: Jun 2007
Posts: 1,035
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These appear to be direct feed on TR:
![]() Some more here 1/4 of the way down: http://forums.gametrailers.com/threa...090628?page=31 |
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#1089 |
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Regular
Join Date: Aug 2006
Posts: 6,903
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Looks upscaled to me.
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#1090 |
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Member
Join Date: Dec 2009
Posts: 619
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Yeah it's blurry, but there is almost no aliasing so maybe 720p + QAA (like TRU)?
But most likely it's 576p + "something" Edit: Sub-hd and QAA, not so great Last edited by Trejser; 30-Sep-2010 at 23:08. |
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#1091 |
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penguins
Join Date: Feb 2004
Posts: 13,978
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#1092 |
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Senior Member
Join Date: Sep 2008
Posts: 1,880
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Bummer. Tomb Raider Underworld looked super sharp on the PS3. Sure, it did sacrifice a couple of frames for it, but since it wasn't really a game where super-fast controller response was neccesary I appreciated the compromise.
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#1093 |
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Senior Member
Join Date: Nov 2007
Posts: 1,386
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anyone know the res for Sonic Adventure on PSN and XBLA? Kind of want to know because the future DC release might be using the same emulator or something.
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#1094 | |
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Member
Join Date: Sep 2009
Posts: 302
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Quote:
if you subtract the borders the screen being rendered is 920x690
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#1095 |
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Member
Join Date: May 2002
Location: Austria
Posts: 699
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I'm currently playing Atelier Rorona, and I'm wondering about what kind of AA they use.
Here's a screencap (analog, sadly): ![]() And a zoom in on one of the high contrast edges: ![]() Ideas? I'm counting at least 8 steps. |
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#1096 |
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Member
Join Date: Sep 2009
Posts: 302
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So, I'd like to make a request, and i think its fairly interesting because this isnt a very common thing in games.
could we do some kinda analysis of medal of honor campaign vs multiplayer considering that campaign uses the unreal engine but the multiplayer uses the frostbite engine. my guess is that there is asset reuse between the modes so wondering what kinda differences you'd see among the same assets with differences in lighting, rendering, effects, aa due to the underlying engine. EDIT: seems DF posted a comparison: http://www.eurogamer.net/articles/di...honor-face-off Last edited by Kasersky; 17-Oct-2010 at 15:28. Reason: got the engines reversed :P |
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#1097 | |
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Regular
Join Date: Oct 2005
Posts: 6,663
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Quote:
Last edited by AlStrong; 17-Oct-2010 at 15:43. Reason: url tagged |
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#1098 |
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Member
Join Date: Sep 2009
Posts: 302
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#1099 | |
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Junior Member
Join Date: Apr 2010
Posts: 83
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Quote:
Crazy Taxi 720p aa4x @ 60fps? |
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#1100 |
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Senior Member
Join Date: Nov 2007
Posts: 1,386
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ya...... the new shots at kotaku indicate no AA at all...
http://kotaku.com/5661961/crazy-taxi...hful-but-wider kind of lame, hope they can atleast make it 1080p. |
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