Because they din't aim for 60fps in SP?!
Not that GG actually achieved 60fps in MP anyway.
Yup the SP goal is to be locked @ 30fps
Because they din't aim for 60fps in SP?!
Not that GG actually achieved 60fps in MP anyway.
Not too long ago I think I posted a couple of images, but they're easy to create for oneself. Get any image off the internet. Shrink one copy 50% vertically and the other 50% horizontally and then upscale to original size. I think generally the horizontally reduced version looks the best, probably due to perspective and average alignments placing more fine detail in the vertical. Dunno, but it's easy to test for oneself to see what looks best.Pure speculation but I wonder if the eye is simply more accepting of compressed horizontal resolution than vertical resolution
Because they din't aim for 60fps in SP?!
Not that GG actually achieved 60fps in MP anyway.
Yup the SP goal is to be locked @ 30fps
If you could keep the image quality relatively the same and get a big fps boost by interleaving frames, why wouldn't you? That's what I'm curious to know.
Because Buzzwords trump everything.
If you could keep the image quality relatively the same and get a big fps boost by interleaving frames, why wouldn't you? That's what I'm curious to know.
You forget about the other trade-offs.
You forget about the other trade-offs.
Shrink one copy 50% vertically and the other 50% horizontally and then upscale to original size.
By the way, anyone remember how the Quake 1 software render had support for hybrid VGA modes like 360*480? I guess even then it was known that vertical detail is more important, particularly in an FPS game.
Nice that you could choose. But when it comes to console games it's up to the developers to decide what they want in a game, which is perfect, 'cos on a console it makes no sense fiddling around with graphical tweaks.By the way, anyone remember how the Quake 1 software render had support for hybrid VGA modes like 360*480? I guess even then it was known that vertical detail is more important, particularly in an FPS game.
By the way, anyone remember how the Quake 1 software render had support for hybrid VGA modes like 360*480? I guess even then it was known that vertical detail is more important, particularly in an FPS game.
I wonder if that's the reason, or if it was because it was computationally faster to scale that way due to how data is laid out in memory along with use of cache and extended cpu instructions.