I also always suspected they were just ported their Xbox engine over to 360 made a few enhancements and used it for DOA4 and NG2.
I wouldn't be at all surprised, after all the Halo 3 engine and some of it's art assets also had it's foundation on the original Xbox. Although they also had more time to add in some next gen features.
Regards,
SB
Yea (apparently the Halo 3 engine has some of its codebase going back to the Marathon days) It's interesting as both Halo 3 was also criticised for not demonstrating a clear generation leap (like other titles did) and somewhat looking like 'Halo 2.5' (partly due to poor art design on Bungie's part)
Yea (apparently the Halo 3 engine has some of its codebase going back to the Marathon days) It's interesting as both Halo 3 was also criticised for not demonstrating a clear generation leap (like other titles did) and somewhat looking like 'Halo 2.5' (partly due to poor art design on Bungie's part)
Has anyone noticed the cool new smoke effects in this version of the engine?
It's amazing how much code lingers from one project to another. I heard from a friend of mine at EA that NBA Live still has some code that was written for the Sega Genesis.
why shouldnt itOriginally Posted by big4ared
It's amazing how much code lingers from one project to another. I heard from a friend of mine at EA that NBA Live still has some code that was written for the Sega Genesis.
It's amazing how much code lingers from one project to another. I heard from a friend of mine at EA that NBA Live still has some code that was written for the Sega Genesis.
Maybe worth a different thread (or not), it just seems that if MSAA is too expensive that if you can identify your edges you could soften the aliasing, even if by very subtle blurring (ouch) but some other sort of techniques could maybe product good results, esp. if worked into the design on the artistic front?
Maybe worth a different thread (or not), it just seems that if MSAA is too expensive that if you can identify your edges you could soften the aliasing, even if by very subtle blurring (ouch) but some other sort of techniques could maybe product good results, esp. if worked into the design on the artistic front?
A few games have already used the edge detect + blur technique...Crysis is the one that immediately comes to mind.
The textures on the ground during the initial "Dutch" level in that park were atrocious.
Then again I am playing ODST on a 16x19in 1080p screen.. So that probably blows things a bit out of proportion..
It sounds like he's actually talking about interior mapping.Check this out! Bungie taking about the ODST graphic enhancements from PAX!
http://www.youtube.com/watch?v=0RfXCY8UMYk
Parallax Mapping to make richer buildings