Vysez said:
I remenber that VV wanted to use the Vertex Shader to render the volume shadow, I don't know if they could implement it or not, though.
Really.... I didn't hear anything technical from VV... But it'd be my guess at what they had to do.
incurable said:
Most textures in Doom 3 were 256x256 (for the color and the normal map) and some were 512x512, and they all were quite varied and different to boot.
Bump Mapping makes texels more apparent, that's why people were complaining about "low-rez" textures.
I wonder how low the res goes for the Cyberdemon. That thing used a 2kx2k map on PC. Then again, that level is really small. They could skimp on other things to make it closer to the PC res. And then there's the Sabaoth and Vagary (1kx1k)....
Overall, I think they did do a pretty awesome job. Even, the normal maps don't seem to show the same artifacting (comparing to medium quality on PC). Then again, it might be the low resolution hiding that? I thought medium looked horrid with the texture aliasing, but it seems it's not there in the xbox screenshots (just low res-ness).