Recent content by The Perculator

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    An original Xbox can do Doom 3 at 720p natively with extra RAM

    It's true Konami with MGS2 on Xbox didn't do a great job, but I think the Xbox port of Silent Hill 2 wasn't bad at all. The Xbox version had its advantages. Either way PS2 might have its advantages, but the Xbox was just a beast of a different level. Sure, more could be done on Xbox, but we're...
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    An original Xbox can do Doom 3 at 720p natively with extra RAM

    Yes, sure. I think they could have taken advantage of the xbox architecture to improve certain aspects of the PS2 version, as happened in Silent Hill 2 which, for example, had the per-pixel lighting flashlight on the Xbox. However, as already mentioned, the ps2 could do things thanks to the high...
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    An original Xbox can do Doom 3 at 720p natively with extra RAM

    Maybe metal gear solid 2 on the xbox was a bad port, but I think that to reach the performance of the ps2 version they would have to reduce some fill rate bound effects, such as rain, smoke etc. (in Silent Hill 2 for Xbox they reduced the fog, for example). Even in multi-platform it happened...
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    Switch graphics are unquantifiably awesome shit. *cycle*

    It's possibile, with custom assets and/or custom engine. Rise of the Tomb Raider was ported on xbox 360 with very good results, and the Switch is a more capable hardware in comparision
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    Nintendo Switch Technical discussion [SOC = Tegra X1]

    I donìt think, the xbox has 1.3 tf in fp32, however the two architectures are very different but I think that xbox one gpu is more powerful, it has also a more capable cpu, greater memory bandwitch (yes maxwell is a very efficent architecture from the point of view of saving bandwitch , but we...
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    *split* multiplatform console-world problems + Image Quality Debate

    there is a difference too large between the band of the two memories, go back to gddr3 at render time I see it as a big bottleneck for processing
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    *split* multiplatform console-world problems + Image Quality Debate

    PS3 version runs with triple buffering, while 360 is in double buffering. Triple buffering is a problem for eDRAM, because it is only 10 mb. The optimization on ps3 multiplatform games has improved a lot :), too late unfortunately ...
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    Digital Foundry Article Technical Discussion Archive [2013]

    it is true! sometimes in mid distance is better on 360 but in general it is much better on ps3, from close and long distance (see the mountains). AF seems to be selective / adaptive anyway http://images.eurogamer.net/2013/articles//a/1/6/1/6/0/0/7/PS3_130.jpg.jpg/EG11/resize/1280x-1...
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    Digital Foundry Article Technical Discussion Archive [2013]

    I think definitively that the difference is caused by a lower AF on the 360 version. It seems like far cry 3 http://cfa.eurogamer.net/2012/articles//a/1/5/3/2/2/7/0/PS3_024.jpg.jpg/EG11/resize/1280x-1 http://cfa.eurogamer.net/2012/articles//a/1/5/3/2/2/7/0/360_024.jpg.jpg/EG11/resize/1280x-1...
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    Digital Foundry Article Technical Discussion Archive [2013]

    Selective AF?? it's possible?
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    Digital Foundry Article Technical Discussion Archive [2013]

    I understand, thanks :wink: I was right to take it for ps3 :lol:
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    Digital Foundry Article Technical Discussion Archive [2013]

    so you think it's a real graphics difference ?
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