(((interference)))
Veteran
These are all speculation right?
Actually no, devs definitely do not have low level access to Durango hardware.
These are all speculation right?
Actually no, devs definitely do not have low level access to Durango hardware.
(Link)Head2Head: Ninja Gaiden 3: Razor’s Edge Demo Screenshot Comparison
But they didn't on 360 either, and it didn't matter.
You dont really need it, I think, to extract maximum performance from a console. The API is already super light.
This was the situation on 360, Sebbi covered it. Is the situation on Durango going to be different, the API much thicker? If you think so, please enlighten us.
It seems like many games use deferred shading/lighting, which makes is a lot more costly.they forgot to as how much performance drop if they use AA for AC, I keep hearing MSAA is suppose to be cheap on the system but yet no one uses it.
Article on Assassin's Creed on Vita:
http://www.eurogamer.net/articles/digitalfoundry-assassins-creed-vs-playstation-vita
It seems like many games use deferred shading/lighting, which makes is a lot more costly.
I wonder if forward+ would be more feasible for vita.
ya, I remember the Need for Speed article, they ditched deferred render for 4XMSAA. Wonder if FXAA or any post AA is feasible, but for such low resolution, even vita native res, it doesn't seems like it will work very well.
What about LBP? LBP has good AA solution.
Besides, LBP is rendered at sub-native resolution while user interface is native. Is this method (native UI + sub-native game) already popular? I don't remember what games uses this technique. If it is not popular, where does the difficulty come from?
Sounds like its horribly optimised. Recommending a Titan for graphics virtually indistiguishable from the console versions? I'm sure if you dial back the details the game performs just fine on moderate hardware but if you're going to require such insane amounts of power for relatively tiny visual upgrades then you really shouldn't bother.
Bring on the next generation!
The game runs great, everything max including Physx and Tessellation at 1080p gets me an average of 40FPS and the only place in the whole game where it went below 30 was this one area before the last level for a very short time. My PC runs a GTX580 and first gen i7 950.
The game is better optimised than the first game mainly because they've done away with packing a scene with tons of real time, shadow casting lights, like they did in the first game. They use a lot of lens flares and glows (aesthetically pleasing and missing from first game) to mimic the lights whenever they want to show a scene with multiple lights in a location. That's not to say the game doesn't gives you options to play with it's lightsources because an awful lot of them are destructible or can be switched on/off.
FrapsYour performance does not fit my experience. How do you measure fps? Did you do the benchmark provided in the metro ll folder?
I have a 670 and get 50 average at 1080p without tesselation and PhysX. PhysX and tesselation on very high kills performance...so I wonder how you get 40fps average?!?!
And there is some weird stuttering. Although getting 57Hz average, there are some situations as low as 9fps...game is weird performane wise.
Your performance does not fit my experience. How do you measure fps? Did you do the benchmark provided in the metro ll folder?
I have a 670 and get 50 average at 1080p without tesselation and PhysX. PhysX and tesselation on very high kills performance...so I wonder how you get 40fps average?!?!
And there is some weird stuttering. Although getting 57Hz average, there are some situations as low as 9fps...game is weird performane wise.
The game is better optimised than the first game mainly because they've done away with packing a scene with tons of real time, shadow casting lights, like they did in the first game. They use a lot of lens flares and glows (aesthetically pleasing and missing from first game) to mimic the lights whenever they want to show a scene with multiple lights in a location. That's not to say the game doesn't gives you options to play with it's lightsources because an awful lot of them are destructible or can be switched on/off.