Those guys could code! What are they working on now?
Dice (now owned by EA iirc) some are working on the new Battlefield
oh and RSC2 was quite possible the best looking game on Xbox1 (played great too).
Those guys could code! What are they working on now?
60fps was our target and we've found ourselves unable to meet that at an acceptable level of visual quality. somethign had to give and it was decided to drop the frame rate, Because, in our opinion, the game looks better this way than the other way.
Your opinion my be different, but ultimatey we've got to take the route we think is best.
Dice (now owned by EA iirc) some are working on the new Battlefield
oh and RSC2 was quite possible the best looking game on Xbox1 (played great too).
Higher fillrate without adding pixel shader power and memory bandwidth would not necessarily make for a better machine. The PS2 had tons of fillrate, but not every game was 60 fps.personally I strongly, strongly feel that both Microsoft/ATI and Sony/Nvidia should've aimed higher with the fillrate of their GPUs. I think both Xenos and RSX should've been 8000~10,000 Mpixels/s instead of 4000 Mpixels/s. that would've solved the framerate tradeoffs made this gen.
Gt4/3 were best looking racing games on ps2 despite having most realistic driving model, forzamotorsport was best looking racing xbox game with best physic system. Now RR should be the best looking X360 racing game since its pure arcade but it looks nowhere good as FM2 or Dirt.
Higher fillrate without adding pixel shader power and memory bandwidth would not necessarily make for a better machine. The PS2 had tons of fillrate, but not every game was 60 fps.
1. I doubt that GT4\3 had the most advanced physics model.
2. You can still waste tons of resources on physics even tho its an arcade game.
My bet is that PGR4 will outdo FM quite a bit.
so which games on ps2 had better one??
So in summary, you think that Xenos and RSX should have been better in every single way!I should've said; Xenos and RSX also needed the additional main memory / graphics memory bandwith and shader performance needed to support higher fillrates.
I should've said; Xenos and RSX also needed the additional main memory / graphics memory bandwith and shader performance needed to support higher fillrates.
Il bet that Burnout runs has more physics heavy code than GT4 had.
I doubt that. . Then there's tire wear, surface grip (rally mode, wet tracks etc) that didn't exist at all in Burnout games. Or did that change in the later ones (only played Burnout 2 and 3)?
When you start to consider all the tuning options Gran Turismo offered without even going as far to how each of the hundreds of different cars differentiated themselves, one can only wonder how many parameters their physics engine had to handle.
And developers would still say, "Hey, my game can look 2x better at 30fps" and have gone that route
Ostepop said:I may have chosen a bad example for a game with physics (i only owned GT4 and MGS3 on the PS2 so cant really tell), but my point was that just because something seems "realistic" doesnt necessarily mean it has very advanced physics.
Actually, all the tuning options and how many cars there is is largely irrelevant. Its all numbers, its not like it has to check how ALL the cars in the GT4 library handles at all times. It just draws up handling numbers, how much it weights etc. It could have 8 cars in the library, and it could have 8 million, it would still be the same amount of physics each race .
it's more that if a team is able to make hundreds of cars actually *feel* different, you can rest assure the physics engine is dealing with a little more than "some handling numbers and how much it weighs" kind of numbers.
the numbers of cars that you can actually drive and feel the difference is one way to find out - simply looking at the customization level (car settings, tuning settings) that again changes the feel of each car extends further how many factors they must be dealing with.