It seems pretty clear that when you substitute bit mapped images / textures for 3D models, you're doing that for technical reasons. Even if this is a new engine, why go through the effort of changing the base content / object that runs on this new engine? Unless the new engine can't handle it with reasonable or desired results.
Someone (an artist perhaps, or modeler) went through the trouble of mapping/making a 3D object representing fences, windows, etc... to convert that to a flat image is work. Why do the extra work instead of reusing what you have available -- a bunch of numbers in a file? Someone had to convert those numbers into an image file, or flattened using some tool that modeled the original object(s) and surface mapped the appropriate textures.
I know perfectly that. But the engine shows area differences on both version & downgrades not prevails on the ps3. Just replay ng & ngs for notice the same differences.
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