L. Scofield
Veteran
Really? I thought KZ2 was the first implementation of something like that (at least on consoles) with all the attention they drew to it.
It was something that the fans clung onto for the dick wavery
Really? I thought KZ2 was the first implementation of something like that (at least on consoles) with all the attention they drew to it.
Really? I thought KZ2 was the first implementation of something like that (at least on consoles) with all the attention they drew to it.
Really? I thought KZ2 was the first implementation of something like that (at least on consoles) with all the attention they drew to it.
Also, if Reach runs at a true 720p HD resolution, is it possible that could give the game a nice IQ bump?
OK stop repeating the non-truth about tesselation, before you repeat it enough times that it becomes truth.
Nothing in that article hints at tesselation - on the opposite, they are talking about LODs, techniques for reducing detail, not increasing it.
What is usually called "impostors" is actively used in Crysis; the idea is that if you have a small, faraway object, it changes very little from frame to frame, so you can render it to a tiny texture - e.g. 32x32, and render in the full scene a single camera-facing quad with this texture. Then you keep reusing this texture for a set number of frames, or until the camera or the object itself moves enough, or the lighting conditions change enough to make the approximation too rough - when you have to re-render it. The engine keeps an "impostor cache" - e.g. a pool of several thousand impostors, typically sub-rectangles in a few large textures.
There have been zero reports of any connection whatsoever between Ensemble's engine for Halo Wars, and the Bungie Halo engine, so there is exactly this much - zero - in the assumption that because Halo Wars uses tesselation, Halo: Reach must also use tesselation.
The might or might not actually use tesselation; it would be wise of them to use it - the point is, we have absolutely no info on that; we might just as well assume Bungie uses slave unicorn labor to power their server farms.
This is tesselation-fetishism, pure and simple. Please stop until you have at least a shred of evidence.
I cannot believe people are ooohing and aaaahing over bouncing sparks that interact with the environment. Those have been around forever. iirc there was a PS2 demo that did exactly this before any last gen software even shipped.\
Next up: billions of polys stored in a texture and, gasp, lense flaring from light sources!
Halo 3's equipment power-ups been scrapped and swapped with new armour abilities, and these can be altered for the task at hand. The player swapped from a sprint ability to an active camouflage ability in the preview.
Don't you understand?!? Batman showed that we need the true power of PhysX!!!
Well, I'm not saying it was doing anything super accurate, but they bounced maybe once or twice before disappearing into nothing. Quite basic compared to now, but it was adequate.
Just take the assault rifle or warthog chain gun for a test fire on some metal surface (Halo CE).
Every Spartan has a unique appearance in Halo: Reach, and players will have a degree of control over the appearance of the main character.
Btw, I am not saying it is a bad effect -- a game in dark environments should have bouncy sparks that are independent lights. A lot of games lack this sort of detail. But this isn't some extreme feature where we need to question, "The 360 doesn't have the SPEs, how could it do this!?!!"
If this is a quasi Crysis armor system (change armor "state" on the fly) count me all in! I thought the only thing Crysis lacked was some Bungie polish
Perhaps making an engine that is meant only to run on X360 with no considerations for cross platform (Even Gears is based on a cross platform engine), no intention of being able to run on PC, and most likely a larger budget than any other exclusive on the system has allowed them to finally leverage X360 resources.
X360's version of a UC2/KZ2, for instance. An engine coded entirely with one platform and only one platform in mind and a budget to match.
Or they could use a completely different HDR method; the Gameinformer article indicates they're doing a deferred lighting pre-pass and I'm not sure how that'd work with Halo3's method - if it can work at all.