optimized for 5-year old hardware....
....so - the engine is not console friendly.
Don't these two parts of your post kind of contradict each other?
Are you guys saying UE3 isn't console friendly because it doesn't have full MSAA support?
optimized for 5-year old hardware....
....so - the engine is not console friendly.
Don't these two parts of your post kind of contradict each other?
What's annoying in ME2 is that lighting is updated only every few frames or so, and with blending, so sometimes a character and light sources are standing still and yet the lighting changes. It's particularly disturbing in Thane's recruitment mission;
Yes there are self-shadows, even in ME1 (but they're ugly there, low res and lots of bias problems).
What's annoying in ME2 is that lighting is updated only every few frames or so, and with blending, so sometimes a character and light sources are standing still and yet the lighting changes. It's particularly disturbing in Thane's recruitment mission.;
What's annoying in ME2 is that lighting is updated only every few frames or so, and with blending, so sometimes a character and light sources are standing still and yet the lighting changes. It's particularly disturbing in Thane's recruitment mission;
But how come when for PC forcing MSAA has most edges anti-aliased bar shader alisaing on mapping?
This shot:
http://farm6.static.flickr.com/5168/5266723189_89a313c3fa_o.jpg
Shows only bilinear texture filtering on the ground? Was it any better on 360?
Oof, yeah some nasty aliasing there, but that was to be expected. I wonder if they even bothered with 2xAA on PS3 or instead didn't bother and instead used the extra performance for other things.
Regards,
SB
First up, there's the UE3 anti-aliasing situation. It's built into the Xbox 360 rendition of the engine, and has yet to be implemented at all on PS3, and in this respect nothing has changed with the arrival of Dark Void.