Behind the scenes footage and possibly concept art as well...They removed bonus content? What exactly does that mean?
Yes. QAA = 2xMSAA + Vaseline smeared all over your screen.
The quality isn't even remotely similar to 4xMSAA, unfortunately, but somewhere in between. But as many mention, it's generally regarded with derision and abandoned by NVidia as soon as they were able to produce competitive MSAA (speed and IQ) to ATI.
Regards,
SB
Ugg, a little disappointed with the 30fps animation for units in a distance. Otherwise not bad.
Dynamic sub-1080p resolution
Poor texture filtering
Aggressively close LoD pops and dithered fades (even then you don't always get a high quality mesh)
Half-framerate distant enemy animation
Low-res prebaked lighting
Realtime shadows fading or popping in/out just a few feet in front of you
Low quality motion/impact blur (highly visible steps, even in motion)
And some straight up low quality textures not fit for a current-gen AAA game.
Unfortunately I'm not well versed with building engines, but I wonder how much of their engine was left un-modified from Halo 1-3. I wish there was a bit more knowledge in these areas I still hear of stories of Call of Duty having some quake code in it. Or something like that.Sounds like a lot of sacrifice (tradeoffs) went into achieving a locked 60fps.
Ground textures/filtering looks terrible...
I watched a fair bit of the gameplay on Gamersyde (that was 90 minutes long) and I didn't notice the animation thing. I don't recall anybody complaining about the lower animation rate of distant things until the DF article which suggests to me that it's actually not that distracting unless you're looking for it.However, that 30fps animation...
Curious as to what types of savings there are by animating at a slower rate, I can only think of CPU savings, unless changing animations are now done by the GPU.Distant enemy animation (i think it's tied to enemies on screen + distance) in Bloodborne is also updated at 15fps so that's nothing new.
If the animation for characters in motion is reacting to geometry (which you would expect it to) then halving the rate probably saves a lot of calculations for what can be a lot of distant AI moving about quite a bit.Curious as to what types of savings there are by animating at a slower rate, I can only think of CPU savings, unless changing animations are now done by the GPU.
Agreed, but this is the part I'm generally unsure about: When you write an importer for an engine to take animations from a specific program that is meant to map the animations to the model etc - what part of the hardware is responsible for translating the actual geometry? does that sit with the CPU or the GPU? i guess either is doable. I think modern engines likely push this onto the GPU, but that's a lot of load the GPU is picking up by being responsible for so much.If the animation for characters in motion is reacting to geometry (which you would expect it to) then halving the rate probably saves a lot of calculations for what can be a lot of distant AI moving about quite a bit.
When you drop from a luxurious 32ms for each frame to a more frantic 16ms, something has to give. Some of the battles in the opening level have a lot of combatants!
Likely because the system can't handle much more. We'll see if the full version has such poor texturing/meshing (it's clearly a playable area, so I wouldn't believe that this is an oversight in level design). But if the final version stays the same I'd leave chalk it up to performance. Would be curious to find out what part of the system is being bottlenecked here though.Some geometry in Halo 5 seems really unpolished though, like miss-matched textures/mesh unpolished.
Why is this even a thing?