An easy way to sort this out is someone ask Che on GAF if they are indeed using the tesselator to reach these poly counts.
I can try... I'm sure some folks there kinda hate me.
An easy way to sort this out is someone ask Che on GAF if they are indeed using the tesselator to reach these poly counts.
Orly.
btw, do we know what's in the special edition *cough*This is not a confirmation I'll be picking up the game...this year.
http://kotaku.com/5296042/forza-3-limited-edition-includeswell-not-muchThose parting with the extra cash will receive:
- a 2GB USB drive and a keychain, both "specially branded" (ie they've got the Forza logo on them)
- "Forza Motorsport VIP Membership", which will "entitle gamers to special treatment at the game's auction house, community storefront, and on the game's official forums."
- 5 cars, "available only through your VIP membership"
- "Exclusive Collector's Edition Car Pack", which is five cars that have been "hand tuned and hand painted by the developers at Turn 10"
- A Forza 3 dashboard theme.
Exactly, Forza 2 has never dropped jaws in the way GT5 (or Gears, KZ2 etc have).
Certainly I've never seen anyone have the same reaction to seeing F2 than they do to GT5.
Some people just buy a GT game as a technical showcase for the system's power even though they will hardly play it, I have yet to encounter people who do that with Forza.
Try this thread then http://forums.forzamotorsport.net/forums/thread/70030.aspx
And if the poly figure stated in that preview is correct then cars in Forza 3 will have 1.5 million polys at minimum! I doubt the box can pump that out at 60fps.
An easy way to sort this out is someone ask Che on GAF if they are indeed using the tesselator to reach these poly counts.
If it is indeed still only 2xAA that they're using in Forza 3 (and if those vid's represent what the game look's like actual gameplay) how come there is much less aliasing present compared to Forza 2 (which also had 2xAA IIRC).
There is virtually none of the distracting aliasing on the rear of cars, which plagued Forza 2 (and PGR to a lesser degree).
@interference: initially Forza 2 released with no AA at all. Then adaptive AA up to 4x was added in a patch later. This means that depending on workload, more or less AA was used dynamically. It's not yet certain, but it seems that Forza 3 may have 2xAA at all times, which I think is better.
Yes, so with 600k polys per car, that's 4,8m polygons per frame already just for the cars, which is about 5x the amount of pixels you draw on the screen, but ok. Then there's the track, you have to do AA. IF they are doing proper HDR, that's not free either. Never mind that you suggested the cars could even be 1 million, do you really expect them to max out the hardware to its theoretical ceiling? And then where does the tesselator come in, if at all (seems almost pointless). I say that if you can push 1 million polygons per car for eight cars, then why not push 500.000 per 16 cars, or why not 250.000 per 32? And why not tesselate the rest, if you can? I think if a car in Forza 3 uses 400.000 polygons max even just in photo-mode, that's a lot already.
Maybe I'm crazy, and I'm not the right person to discuss this anyway. But remember that even 200.000 polygons for both the interior and the exterior mentioned for GT5 was a maximum, with many cars needing much less than that, and GT5 rendering at a maximum of 1920x1080 in the car selection screen and 1280x1080 in-game.
Maybe the poor compression is there to hide aliasing, like a low pass filter. Anyone know how aggressive compression affects the frequency of the image?
i don't think that's the case, they got a few vids there that aren't so blocky.
Where? I thought GT was the first and they are worse.
OMG... PLEASE don't turn this into another FM3 versus GT5 thread...
Didn't we already have enough of that?
Just finished the Video.
Wow, you can see the reflection of your own car in the car ahead of you. Check out from 1:50 on. Reflections are definitely one of the best features of this game.
Regards,
SB
Maybe the poor compression is there to hide aliasing, like a low pass filter. Anyone know how aggressive compression affects the frequency of the image?
apparently not.
@interference: initially Forza 2 released with no AA at all. Then adaptive AA up to 4x was added in a patch later. This means that depending on workload, more or less AA was used dynamically. It's not yet certain, but it seems that Forza 3 may have 2xAA at all times, which I think is better.
The only comment there was that whether FM2 has 2xAA or not, it's just as distracting as no AA on GT5. Since it appears that the post processing effects may be negating many of the gains from having 2xAA. How is that further turning this into a Vs. thread yet again.
I suppose since I wasn't directly praising GT5 it "must" be taken as "disrespecting" it.
Regards,
SB
The only comment there was that whether FM2 has 2xAA or not, it's just as distracting as no AA on GT5. Since it appears that the post processing effects may be negating many of the gains from having 2xAA. How is that further turning this into a Vs. thread yet again.
I suppose since I wasn't directly praising GT5 it "must" be taken as "disrespecting" it.
Regards,
SB