And no mention about shadows, where for me, Reach the most lacks.Pretty strange that they mentioned about Reach having a better Water shader but didn't talked about how pared back the Water interactivity & effects are compared to Halo 3. They also didn't talked about the performance in splitscreen (split screen campaign is considerably worse in performance)
Anyways...it was the usual DF stuff nice as always & ofcourse an interview with Bungie would be great, I'd love to know how they managed to increase the pixel count yet maintain the same framebuffer.
From a technical perspective, Halo: Reach is undoubtedly a colossal improvement over the previous games in the series: higher resolution without sacrificing HDR, tangibly improved poly counts, insane use of particles and alpha, far higher levels of dynamic lighting, four times the draw distance, four times the amount of enemy units... the list is seemingly never-ending. But for all its technical achievements, it's clearly still a Halo game. It looks like one, it plays like one - and that's all by design.
Pretty strange that they mentioned about Reach having a better Water shader but didn't talked about how pared back the Water interactivity & effects are compared to Halo 3. They also didn't talked about the performance in splitscreen (split screen campaign is considerably worse in performance)
Anyways...it was the usual DF stuff nice as always & ofcourse an interview with Bungie would be great, I'd love to know how they managed to increase the pixel count yet maintain the same framebuffer.
what are you trying to imply here ?Of course some people cant be happy with an X360 exclusive being painted in positive graphical terms. It must be teh DF bias....but not when they effusively praise other titles...
Of course some people cant be happy with an X360 exclusive being painted in positive graphical terms. It must be teh DF bias....but not when they effusively praise other titles...
If you dont believe what a big upgrade Reach is, play it for a while, then pop in ODST or Halo 3.
what are you trying to imply here ?
I only mentioned about two things, first being water physics/interactivity compared to Halo 3 & other being the split screen performance....you seem to have looked at it from an entirely different context.
Pretty strange that they mentioned about Reach having a better Water shader but didn't talked about how pared back the Water interactivity & effects are compared to Halo 3.
What? Was a really positive read I thought - shows how far it's come. Very good looking game, and good to see full alpha on everything - very rare.
Yes it fits, if the color buffer is 32 bit (8888 or 10F-10F-10F).Can a full 1280X720 no AA FB fit in in the EDRAM? I know Reach is a little short of that. For AA, you could use a custom edge AA.
Yes it fits, if the color buffer is 32 bit (8888 or 10F-10F-10F).
However 1152x720 resolution points to them having a a 64 bit color buffer or two 32 bit color buffers (MRT). 1152*720*12 = 9953280 (bytes). That's very near the 10*1024*1024 (10485760) limit.
But I still don't understand why they didn't choose 1184x720 instead (32 extra vertical pixels)... That's 10229760 bytes.
Nine 128's instead of 10. That makes sense, as a thought process. If they thought in terms of 16:9, smaller resolutions would be 1200 (too large) or 1120. To come up with 1152, you'd need to think more bytewise, unless you're comfortable thinking in terms of 1/32ths!Maybe because 1152 is exactly 90% of 1280? Just a wild guess.
I agree with the water being cut back.
I was also expecting a split screen analysis compared to the beta.