I wish we had better footageWasn't it initially meant to be an Original Xbox Game?
I wish we had better footageWasn't it initially meant to be an Original Xbox Game?
Thats what I meant with architected on PS3. I thought that was the lead platform.I think they just mean that 360 was the "lead platform", which makes sense given the performance, and the close relationship EA had with Microsoft at the time. Dead space was a holiday 2008 game, and Mass Effect was a holiday 2007 game that was an Xbox exclusive, for example. Even if it wasn't built specifically for Xbox 360, EA's internal tools were probably more mature for 360 than they were for PS3.
Shrek already did show that deferred renderer was quite feasible for xbox, Dead Space was pretty much perfect use case for it. (Small enclosed areas, many small lights etc.)The OG xbox was quite the beast, but Dead Space?
As a Voodoo 3 owner at the time, I loved tweaking things both in the settings and in .ini files. You could tweak the gamma and saturation in a way that hid much of the color banding, and use bilinear filtering with mipmap dithering to get close to trilinear image quality with bilinear speed. I don't remember everything I did but I do think I had almost as much fun tweaking Quake 3 as I did playing it.
I stuck with that Voodoo 3 way longer than I should have. But, it was just so fast for the resolution I was gaming at back then, and it's feature set sort of made it even faster, at the expense of image quality. The limited color pallet helped save bandwidth. The texture size limit saved on VRAM. All of it's shortcomings weren't really presented in a way that made it feel like I was getting an inferior experience because the framerates were high enough. Until, of course, they weren't. But I rode that card through 3 builds, starting with a K6-2 400 all the way up through a 1.2GHz Athlon, I think. It might have been 4 systems I had that in. Also, I played a bunch of Unreal Tournament back then, and a Voodoo 3 was great for that game.This! me and my friends we were quake psycho fans, and almost exclusively played quake (1,2,3) all the time. We carried pcs to each other houses and had lan partys. Everyone had their own cfg files on each other machines. When we took turn to play you just executed console -> exec my.cfg and bam all my setting loaded. Quake console was something else. You could tweak anything! Good times.
yes, the Voodoo 3 performed so well. It wasn't that great at DirectX and whenever I could I preferred to use the Matrox G400 Max, which had better image quality.I stuck with that Voodoo 3 way longer than I should have. But, it was just so fast for the resolution I was gaming at back then, and it's feature set sort of made it even faster, at the expense of image quality. The limited color pallet helped save bandwidth. The texture size limit saved on VRAM. All of it's shortcomings weren't really presented in a way that made it feel like I was getting an inferior experience because the framerates were high enough. Until, of course, they weren't. But I rode that card through 3 builds, starting with a K6-2 400 all the way up through a 1.2GHz Athlon, I think. It might have been 4 systems I had that in. Also, I played a bunch of Unreal Tournament back then, and a Voodoo 3 was great for that game.
I love how the game looks. The old visuals with the resolution upgrade, new effects and motion blur give it a stylized aesthetics.this guy recently featured in a Digital Foundry video, and clearly a great programmer/developer -from what I could discern from his videos- has been part of the team that ported Quake to modern standards on consoles and PC.
I am currently playing the PC version -gamepass PC- at 165fps. It's imo the best Quake game to date and one that never bored me. When I completed it several times many years ago, the Reaper bot (an AI made by Steven Polge, iirc) kept me hooked, some mutiplayer games were so fun. Also there was one map with a tower were bots didnt climb -it had an elevator- and I could be camping there for long periods of time.
Camping wasn't a shame
on which version? I've never been a fan of motion blur -currently playing the game at 165fps, but if it looks fine, well...-. Btw I like the new SSAO.I'm surprised how much I like the motion blur in Quake. It really gives the game an uber-smooth presentation. I would have assumed it would be the same as some of the other Nightdive releases I've played, and the motion blur in those games wasn't as good.
haven't tried the new content yet, but I am surprised at the fact that I am remembering all the levels very, very well.Also completely new dlc created by machine games is fantastic!
PC. I played it on my desktop vsync'd @144hz, and on my laptop at 60hz. The motion blur looked great on both. It's not overbearing, just adds a bit of smoothness to the motion.on which version? I've never been a fan of motion blur -currently playing the game at 165fps, but if it looks fine, well...-. Btw I like the new SSAO.
btw, the Quake 1 port is just perfect -though I miss a Raytracing version
you're into furry then?About the only thing I wish they changed in the Quake remaster would be to make the shambler furry.
I m sure its a fun game. But what I always found as a step back in the series is that tracks are nainly constructed by very very long lines and the visual variety in a track is limited. Compare that to Wipeout where there are a lot more turns and sharper turns, there is a lot more variety in the design of each track, and the weapons add a huge strategic element. It makes me wonder why the FZ series didnt evolve much even though its such an old franchiseI have the most fond FZero memories playing X with friends during college. GZ is a thing of beauty though. John's video really makes me wish I still has my Gamecube.