But that's not a thing/how it works. Games have improved as you'd expect.Sending overpowered devkits probably didn't help either.
But that's not a thing/how it works. Games have improved as you'd expect.Sending overpowered devkits probably didn't help either.
It also appears to have a tacky sharpen filter to combat the blurring effect of upscaling (like BF4). I don't subscribe to the idea that this is some magical feature of the scaling hardware, but I would not be shocked if MS is evangelizing the technique to every Xbox One developer producing a sub-1080p game.
what is the max zombies on screen in DR 3 ? DR2 was supposed to show up to 6000 zombies on screen
http://www.1up.com/news/gdc-2009-dead-rising-2
If I'm not mistaken, it looks like the HUD is also sharpened. For BF4 I don't think it was. Maybe it is just the case that MS is encouraging devs to employ a sharpen filter rather than it being part of the upscale process?
Either way, it's horrible. Though I'd like to see what it'd look like on someones set that already has the sharpness jacked up for kicks..
Just as a sidenode: here is one of the first released PS3 exclusives...Heavenly Sword:
720p resolution + 4xMSAA+ Nao32 HDR + massive amounts of enemies on screen + about the same framerate as DR3.
Sorry, could not find 720p vid, game is too old...lol!!!
Go to about 2:00 minute mark to see the amount of DR-style on-screen enemies:
http://www.youtube.com/watch?v=mV2xJ0Ll8T8
I imagine devs would only employ this "horrible" filter if it was less horrible then simple upscaling. Unless devs are rendering their titles natively at 1080p, I surmise most are comparing the filter technique against references that lack the effect.
I really think that it is due to lack of time: launch release window, new hardware, apparently quite some changes late to the OS reservation/functionality like party chat, efficient use of ESRAM seems to need a bit different data structures compared to last gen...which takes a lot of work (time) to redesign extrapolating from my coding experience.
All in all it is due to launch problems imo...and that Sony and MS went with relative low next gen specs.
Not too sure about that, we'd have seen it used more often this gen if that was the case. I'm thinking, maybe it's an MS TRC..? If your game is 720p, sharpen filter is mandatory. Ryse skips this since it's at 900p.
Not too sure about that, we'd have seen it used more often this gen if that was the case. I'm thinking, maybe it's an MS TRC..? If your game is 720p, sharpen filter is mandatory. Ryse skips this since it's at 900p.
Sending overpowered devkits probably didn't help either.
If you are refering to dev kits being talked about at E3 (nvidia gtx 770, dual Hd 7970) those are not dev kits sent by Microsoft. The are PCs used as devkits with Microsoft's permission. Also dont forget about consoles having a closed box advantage.
I dont understand how people are so fixated on resolution and framerate being the main qualifications of a next gen title. I have not played Dead Rising 3 yet. I have watched several gameplay videos. It seems to me the frame rate only drops when there are massive amounts of NPCs on screen. I can almost promise that 3 years from now that 1080p and 60 fps is not going to be the standard of what a next gen game is on either console.
boys, all i am gonna say is that you shouldn't pretend to be technical while you are obviously not...this is just getting way too ridiculous...can someone stop this non-sense already...
There's the devkit, which is pretty much a powerful PC where you code. There's the debug kit, which is the same spec as the actual console that you load a build and test.