(((interference)))
Veteran
In BF3?
BF4 is pretty similar to BF3 so 60 fps in both.
In BF3?
Yes I think I mentioned the same thing on these forums when the first screens were shownIt was the "best AA ever" because it made people think it was bullshot, pre-rendered.
http://forum.beyond3d.com/showpost.php?p=1524637&postcount=90Yes MLAA on GOW3 is absolutely brilliant, the first time on these forums I saw the ingame screen shots with it, I accused them of doing highres supersampled bullshots!
I was wrong
BF4 is pretty similar to BF3 so 60 fps in both.
Well then, that was achieved this gen. WarHawk at least at 4xMSAA. No transparency AA, but it didn't have transparent surfaces.
http://www.preshweb.co.uk//wp-content/uploads/2008/12/warhawk51.jpg
thanks, great reading it again.
It was the "best AA ever" because it made people think it was bullshot, pre-rendered. there is not a greater compliment to realtime graphics and or AA methods.
Compressed to death, I think. The actual game is extremely sharp and clean, and why I bought an HD set. It's not doing anything fancy in the visuals but high AA and framerate makes for a good game. It's extremely slow by modern standards though! A couple of seconds to turn around is laughable. There are other 4xMSAA games out there. It's just that devs favoured pixel quality over IQ in most games.OK, the edge AA is definitely decent in that. But why is the overall image so "soft".
Compressed to death, I think. The actual game is extremely sharp and clean, and why I bought an HD set. It's not doing anything fancy in the visuals but high AA and framerate makes for a good game. It's extremely slow by modern standards though! A couple of seconds to turn around is laughable. There are other 4xMSAA games out there. It's just that devs favoured pixel quality over IQ in most games.
OK, the edge AA is definitely decent in that. But why is the overall image so "soft". Were they also layering Quincunx over it? There's actually a fair amount of transparent textures (the vegetation) in that scene as well, but as mentioned everything is so blurry that I can't tell WTF is going on with them. Perhaps the image is just overly compressed.
Would be interested in watching the actual game in action on a PS3, but unfortunately, no one I know IRL owns it.
Perhaps these are decent enough? Haven't watched myself, but it's gamersyde at least.
http://www.gamersyde.com/news_warhawk_omega_dawn_exclusive_video-5601_en.html
I always loved the game much more for its gameplay than its graphics though, which for me primarily just didn't get into the way of the fun. But it had some cool stuff, like volumetric clouds and 4 screen split-screen allowing you to even play online with all four of those on one account (players would then be suffixed -1, -2, etc.)
And the Eurogamer DF article update stealth update:We're pretty sure now that this isn't an issue in the patched version where stutter does come from dropped frames.
www.eurogamer.net/articles/digitalfoundry-whats-fixed-and-whats-not-in-the-cod-ghosts-ps4-patchUpdate: Having reviewed the patch captures, there's an odd issue with tearing which caused some confusion, but we're fairly convinced now that in the revised version of the game at least, any judder is down to frame-rate drops and not the game running faster than 60Hz.
http://www.eurogamer.net/articles/2013-11-23-digital-foundry-vs-forza-motorsport-5
Digital Foundry against Forza 5
2 days after publishing their article where they said there was still an anormal judder problem, Richard Leadbetter finally discovered, only today, that they messed up and the patch was finally (suddenly?) working as intended.
Finally the game has just regular framerate drops now? What was the point to make such a negative article in the first place? I found the whole drama suspicious. I mean COD is the most sold game on both next gen consoles...Whatever.
Judder is crappy. So is low frame rate. Thank goodness DF aren't just blindly cheerleading "1080p".
Killzone tec article:
http://www.eurogamer.net/articles/digitalfoundry-the-making-of-killzone-shadow-fall
Super impressed...
"The game is incredibly big compared to the previous game... we had to turn the entire company into a massive render farm. When people left their computer at night at 5pm it would say, 'hey, do you want to enter the render group?' and if you didn't respond, or didn't opt out, you'd opt in - and at night the entire company would become a render farm, and still we had three guys pushing the renders through. The quality is most important - the atmosphere in the game."
Killzone tec article:
http://www.eurogamer.net/articles/digitalfoundry-the-making-of-killzone-shadow-fall
Super impressed...
I'm a little disappointed by the article. It has great stuff in it for sure, but i thought that they will make total system walkthrough, but its only has some described.
MADDER sounds great, but seems to a little heavy on dev time with all those materials settings and angles set ups.