Why do you look for so specific areas? I thought resolution can be seen all over, if you know why. (but thighs, feet, etc? )
You need a straight line formed by a polygon edge, with a reasonable length, to be able to do the proper calculations.
Why do you look for so specific areas? I thought resolution can be seen all over, if you know why. (but thighs, feet, etc? )
That's an interesting topic...
I'm no programmer, even though I have a degree in what we could call Computer Science and I've learned all kinds of stuff like Pascal and Assembly, lots of math, even some electronics and such.
However, I think that it's quite possible to gain a good understanding of the principles of 3D rendering and its various methods without a deep knowledge of programming. The more important aspects are physics (optics in particular), math, and some overall familiarity with computing. The actual coding side is only relevant if you want to be able to make more exact assessments of resource related things... So if you're interested about this, then you should probably read stuff about general 3D graphics theory, compositing, and such.
Computer Science, yup, that's what I am going to study next year and hopefully I will become a guru.That's an interesting topic...
I'm no programmer, even though I have a degree in what we could call Computer Science and I've learned all kinds of stuff like Pascal and Assembly, lots of math, even some electronics and such.
However, I think that it's quite possible to gain a good understanding of the principles of 3D rendering and its various methods without a deep knowledge of programming. The more important aspects are physics (optics in particular), math, and some overall familiarity with computing. The actual coding side is only relevant if you want to be able to make more exact assessments of resource related things... So if you're interested about this, then you should probably read stuff about general 3D graphics theory, compositing, and such.
The effects of a whole bunch of factors can be seen all over. On most regions of the screen there are too many variables and unknowns (such as texture filtering, shading, post-processing, whatever) to make confident, precise guesses at the backbuffer resolution.Why do you look for so specific areas? I thought resolution can be seen all over
My "720p" comment was a joke. I was pixel-counting AlNet's orange MS Paint circle.@HTupolev ? 810p and 720p are quite close in terms of resolution. 1440x810 is a 16:9 resolution.
Cyan didnt even bat an eyelid, gotta love himMy "720p" comment was a joke. I was pixel-counting AlNet's orange MS Paint circle.
Just a follow-up, I thought I recalled reading about it:That seems to be some sort of compositing error. We usually get these in offline CG when separate layers are combined together which are also processed individually (color corrections, filters etc). You just have to make sure that your math is right with the alpha channel (or matte) of the layer, otherwise you get these bleeding effects and such.
Look for premultiplied alpha if you're interested.
TLDR, I'm sure it's just a work in progress thing.
Why not? @HTupolev is a guru of videogames.Cyan didnt even bat an eyelid, gotta love him
What do you mean? DrJay just posted it is not true with the 1080p improvement...
And with respect to PES being 720p60Hz only and thus lazy devs and so on...this is better than the current pre-alpha build performance of H5 we got which can drop below 720p.
Anyway, I am looking forward to the release game. Halo was never (an will never be) about graphics, but about action and I hope they deliver on this front.
Just that I hope I can wrap my head around the story thing and who the heck this new main character is and why I am chasing after Masterchef, and what the heck else is going on?!?!?
The scale of campaign experience that we are delivering with Halo 5: Guardians is far beyond any previous Halo game. With co-operative play as a focus, it has meant creating larger spaces with multiple vertical levels and intersecting pathways. Teammates are encouraged to spread out and explore, seeking advantageous positions from which to support one another.
Not only has this increased the scale of the environments themselves, but it requires a greater number of enemies to be active in any given area. Building encounters with co-op play in mind has meant an increase in the density of foes. Because players have more freedom in splitting up and exploring the environment, we can have dozens and dozens of active antagonists, all systemically-driven and reacting in real-time to the world around them. This is where the sandbox nature of Halo really shines.
The decision to remove split-screen support from Halo 5: Guardians was one of the most difficult ones we’ve ever had to make as a studio. We know that for many of our fans, Halo has meant playing together with friends in the same room. We all have great memories of past Halo split-screen multiplayer matches. To move Halo’s gameplay forward and deliver a true next-gen experience, tough choices had to be made. Our decision was driven by a desire for scale, fidelity and focus to ensure that we would deliver the best quality experience possible. With Halo 5 we are delivering massive scale environments, improved AI behavior, increased visual and gameplay fidelity… something that truly takes advantage of a new platform. Many of our ambitious goals for Halo 5 would be compromised in a split-screen setting and the time spent optimizing and addressing split-screen-specific issues would take focus from building other parts of the game. Game development is a balancing act of resources, time and technology, and in this case we made the tough decision to sacrifice something that’s been near and dear to us all.