I'll give you that. I doubt that's due to disk capacity though!Well is it is downgraded in terms of polygon count. Look at the necklace, look at the shoulders.
If there are no jap voices I won't buy it. Sad for you Squenix!
Why do you call downgrade? Most of the changes are cosmetic and non-technical. There are big changes in lighting and the addition of DOF. The skin shading is much improved.
Well is it is downgraded in terms of polygon count. Look at the necklace, look at the shoulders.
I was looking at this video a few days before & I must stress that that shoulder isnt really as low poly as it seems in that picture...its the angle that makes it look so. Try to view your shoulder in the mirror 45 degree angle from your back & you'll see this shoulder bone coming out of your back...Low Poly model you are, I assume ?
Regardless arent the old pictures taken from a CG target render ?
I'll give you that. I doubt that's due to disk capacity though!
With max. of 8 cars on track , maybe ?(how else do you think it can run forza3 at 60 fps)
With max. of 8 cars on track , maybe ?
It's not. The 360's tesselator could fix the low poly issues (heck even the gpu on it's own could) but it's rarely ever used, because they want parity across versions as well as a similar code/art base. Likewise on the hair, it will look grainy due to use of alpha to coverage because the non edram PS3 would choke with alpha blend on cutscenes. So even though the hair on the 360 could look much better with use of alpha blend it ultimately won't happen, again partly because of parity requirements plus it would require the hair be designed a bit different. It's easier to just design a single set of hair geometry that doesn't take sorting into account, and slap alpha to coverage on it. One version suffers because of it, but oh well.
It's just business as usual, parity and/or common code/assets has been affecting games for years now.
Which ones are you referring to as "prettier"?
I'm fairly certain that disc space had a lot to do with areas of PS1 era Final Fantasy titles being locked off.Yes, but quite often the storyline itself locks out certain areas, not a silly restriction like multiple discs.
If an area were to be, for example, destroyed then there would be nothing there to revisit and no reason to allow a player back to it.
As you said FF X had the whole game world on one disc. But if I remember correctly there were also area's locked to the player once you progressed past it and you were no longer allowed full access to area. Did that perhaps have something to do with being on multiple discs also?
Regards,
SB
hmmmm, i still doubt that 360 has anything to do with effecting the poly count, MGS4 went through similar chances in it's development life cycle (and that's if the polygons were even effected in ff13, everything that a developer shows changes over time, the new pictures that we've all seen could be very old)
anyways, the best looking RPG that 360 produced was mass effect, despite the technical flaws it had, it's polygons were 20 to 25k each a character...all on 1 DVD. and mass effect 2 (which has fixed all the glitches ME1 had) looks to take the poly count even higher. (they completely redesigned the krogen and armor for most of the characters)
http://www.gamersyde.com/pop_images_mass_effect_2-11361-1.html
http://www.gamersyde.com/pop_images_mass_effect_2-11326-1.html
360 has plenty of shadders to work with vertices (how else do you think it can run forza3 at 60 fps)
Again, this is a hard sell because there are many 360 only games with only a couple using tessellation, and only 0 with hair.
(Ok the last one is a joke, but you get my point.)
Sure, I get the point But remember, '360 only' games are exceedingly rare, most are built as multi plat from the get-go, even exclusives. That makes things like the tesselator verboten. Heck, I once asked for permission just to use the 360's extra memory to add significantly more texture variety to it's version of the crowd on a sports game, and that was veto'd in the name of parity. Some other 360 games, believe it or not, go as far as using reduced resolution buffers for transparencies to keep the graphics pipe similar to the other platforms, even though there is zero technical reason to do that degradation for many of them. Quite sad, but that's business. So if the 360 version of FF shipped with low poly's or alpha to coverage hair, then it wouldn't be a huge surprise.
I'm fairly certain that disc space had a lot to do with areas of PS1 era Final Fantasy titles being locked off.
Not saying that will be the case with FFXIII, but you're choice to immediately write it off as a possibility is a bit silly. DVD has it's limitations, I think it's high time we all accepted that.
And a lot of PS3 games do suffer similar 'forced parity', for example the games these days, still use a lot of pre-rendered scenes. And it's almost always the case that PS3 version gets the same piss poor quality video as 360 while there're plenty of disk space available. The most recent example be the new Batman game