In their case, 2xAA shouldn't be too expensive as they seem to only use it on the passes before lighting or alpha.
Doesn't the only cost of AA on 360 come from tiling And at that resolution it probably won't be
In their case, 2xAA shouldn't be too expensive as they seem to only use it on the passes before lighting or alpha.
UE3 has its own issues as to why MSAA isn't correct all the time. But MSAA isn't free with MRTs, or rather deferred shading/lighting. You basically end up super sampling on current console hardware. The cost can be optimized by runnning an edge detect and so you're only doing the "super-sampling" at edges where MSAA is concerned so that it is correct. There's a lot I'm skipping here btw.Doesn't the only cost of AA on 360 come from tiling And at that resolution it probably won't be
Thanks to a superb assist from Eurogamer TV, we're able to bring you Richard Marks' entire presentation, complete with direct feed video of the demos in action.
Grandmaster can You ask Dr. Marks why Move doesnt have analog stick? With analog stick and two Wands We would have completely next-generation controller for all kind of games. Now we can use both Wands only for games, where we cant [oh irony] move or navigation/DS3 + Wand for other games.
Read my post again Nightshade How can You move in Oblivion like game, when left wand is assignes to shield and right one to weapon? You cant without d-pad or analog stick.
Or how can You move on the ground in chameleon like game with only two Wands? You put one wand down and pick up DS3/Navigator? :> Its just ineffective.
KKRT said:Grandmaster can You ask Dr. Marks why Move doesnt have analog stick? With analog stick and two Wands We would have completely next-generation controller for all kind of games. Now we can use both Wands only for games, where we cant [oh irony] move or navigation/DS3 + Wand for other games.
You cant make great Demon's Souls 2 or new Elder Scroll game without second for other weapon or shield and without movement - its just impossible. So great potential and so wasted by design.
I think Move is supposed to be the second analogue. For example in FPS games you'd have movement on the Nav/DS3 analogue, and turning/aiming via Move pointer. I think they said in an interview that using two thumbsticks AND pointing with Move all at the same time was just too many simultaneous inputs that it was too confusing and difficult to play.
I'd imagine trying to aim at something by turning the view with the right thumb on an analogue and moving the aiming reticule with the right hand at the same time would be very hard to do. Especially when you can do both with just the pointer (e.g. aiming when the pointer is in the middle part of the screen, and turning when it's at the edge).
Sony's argument against is that users would struggle with the coordination to move thumb control and the Move. They're really looking at it wrongly though, as the analogue wouldn't have to be used concurrently; just be there for when needed. In the above sword-fighting example, one can use Move for sword and shield arms, but there's no easy way to move. With an analogue nub on the Moves, the left hand could steer with the nub between fights, but the player can ignore it when they want to concentrate on fighting - it doesn't have to be used simultaneously. As Sony say, there are occassions where a controller and analogue stick/nub is the best interface option, in which case they want it ready to hand even if it's not going to be used in all cases. It could also be used for item selection with an 8-way compass interface, instead of like Sorcery, interrupting the display with a big menu.I'm also of the belief that Move would have been a far more compelling, albeit more complex, controller if it had also included an analog stick or at the very least a D-pad.
Sony's argument against is that users would struggle with the coordination to move thumb control and the Move. They're really looking at it wrongly though, as the analogue wouldn't have to be used concurrently; just be there for when needed. In the above sword-fighting example, one can use Move for sword and shield arms, but there's no easy way to move.
The nub on PSP would be an ideal fit keeping the uninterrupted round form of the controller letting it be held in a full grip like a tennis-racquet or sword hilt, or with thumb on top to move the nub.
You're right, but they've missed a trick this time around. I suppose they could gain extra revenues from Move buyers also buying a replacement Move+. Personally I find the Navicon very disappointing, what appears to be an ancilliary money maker, with very little gubbins, no MEMS, yet a significant price for what's an almost empty piece of plastic. Considering everything else Move is getting right, this seems out of character. A Move with nub would cover all possibilities and been a more elegant solution.Nothing stops them from releasing a Move+ wand in the future with an analog nub on it. It wouldn't obsolete anything, the regular wands would stay around since most games would need those, but then people could buy a Move+ wand if they wanted for specific games.
I think it's because they want people to be able to play all the games that use a sub-controller to use a traditional Dualshock (that is the case atm). If you add a bunch of motion things to the sub, then you wouldn't be able to use the Dualshock in its place.You're right, but they've missed a trick this time around. I suppose they could gain extra revenues from Move buyers also buying a replacement Move+. Personally I find the Navicon very disappointing, what appears to be an ancilliary money maker, with very little gubbins, no MEMS, yet a significant price for what's an almost empty piece of plastic. Considering everything else Move is getting right, this seems out of character. A Move with nub would cover all possibilities and been a more elegant solution.
I wonder if one could be retrofitted? It'd need a sixaxis innards, PSP nub, and count as two devices over BlueTooth, but it could work.