Recent content by thatdudeagain

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    Wii U hardware discussion and investigation *rename

    Instead of asking about alot of hyperbolic bullschmutz of what and what can and cannot be done on Nintendo's uberware:wink:. Iets take a look at what it is doing that I myself don't see on ps360....First,Nintendos second wave of software has a lot of native 1080p games coming, some at 30 fps...
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    Tomb Raider: Underworld

    I only read their reviews to see what the differences are, if there are any at all, as their one of the few that actually compare(besides gamespot and eurogamer).
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    Tomb Raider: Underworld

    Can't edit, so here's the link http://ps3.ign.com/articles/931/931785p1.html
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    Tomb Raider: Underworld

    So, Ign's review is up and they say that again the 360 version is the way to go with a better framerate and less bugs...... Any reason why.......SMM? It really sucks when you wanna buy a game your told will run great on the system of your choice, only to be dissapointed in the end.....
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    Question about normal maps.....

    How come no games use this? Is it cost heavy? I always wonder why Cell shading has to suffer with no depth to the image....
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    Question about normal maps.....

    I have been playing Valkyria Chronicles, which is a very beautiful game.....but something stuck out at me that is in most games like this(ie - cell shaded). The Textures are very flat. For instance, the rope texture around the tank looks like its blended in with the turret, not actually...
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    MGS4 3D engine post mortem [translation needed]

    You see, I think the problem is that most Japanese dev's (including KojiPro) aren't familliar with Pc graphics card shaders, wich is what the consoles now run on. Kojima was able to take advantage of the PS2 because the GS was not a dedicated graphics card and was more familar at the time. The...
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    *Game Development Issues*

    I also believe that NAO stated that through using some tricks on the RSX he was also able to speed up performance on the Xenos....
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    *Game Tech*

    From those shots, it looks like the ps3 version employs heavy mipmaping, as you can see in the detail between the floor panals being construed the further away from the camera. The waviness in the refect map of the 360 might be because of the camera being suddenly rotated or angled, which could...
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    *Game Tech*

    How about we just suspect that it could possibly be the way both machines handle AF? The differences dissapear the closer you get to any texture in the ps3 version, so can we chalk this up to an actual non-dissapointing port..... I'm actually thinking that the duller reflection in the ps3...
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