I'm guessing 1920x1080P no AA.
To be honest, after having witnessed many games this generation, most of them have at least some low-resolution base textures. It's really just a matter of how well the developer tries to hide each and every one of those low-res textures with high-frequency detail texture maps (which don't require a lot of extra memory). Condemned 2 (on the PS3 at least), for instance, likely has lower resolution textures than Killzone 2, but Monolith managed to use tiling detail bump maps along with specularity to very effectively to hide all of them, creating a very detailed and high-res look.
How did they leverage quincunx blur to their advantage, would you say? Also, could you elaborate on what you specifically mean when you say that what works for this game wouldn't work for others?
I'm sorry, but I don't see these vertical streaks that you're referring to. Are you talking about the orange part behind the smoke?
Gears 2 definitely does make liberal use of repeating grain textures overlayed atop of every texture to make every surface look detailed, as do most Unreal Engine games I've seen from this generation and last. Actually, the first game I ever saw to use this detail-texture technique was Unreal 1 back in 1998.With regards to using low res textures and spicing them up with specularity and normal maps. Does Gears of War 2 also do this trick? Or is it one of the few games to use genuinely high res textures (at max LOD)?
anyone wanna take a stab at these.
http://www.shacknews.com/onearticle.x/57247
I'm guessing 1920x1080P no AA.
Specularity (or "teh shiney" effect) by itself isn't going to hide low-res textures. It's when you combine that specularity with repeating bump-map textures that it makes a difference. Condemned 2 and F.E.A.R. 2 are the only games I've seen where the devs simply put the same repeating "bumpy" bump-map texture on almost EVERYTHING, so that when a light source and/or your flashlight shines on those surfaces, their base/diffuse textures look higher-res than they really are.
Already asked that twice:
http://forum.beyond3d.com/showpost.php?p=1267420&postcount=139
http://forum.beyond3d.com/showpost.php?p=1267649&postcount=144
Nobody responded, yet.
Indeed.
Full 1080p60 would be very nice of course.
The last Tekken 6: Bloodline Rebellion Trailer ('New Year Trailer') was 720p60 though. At least for PSN it was encoded at 720p60 (probably the best version available, most sites only had the trailer encoded at 720p30).
Maybe it was downscaled from 1080p60? Can't imagine they would do that though. Not sure.
analysis based on this shot
http://media.teamxbox.com/games/ss/2140/full-res/1228239734.jpg
is 1024 x 768 No AA
I heard people complaining about Tekken 6 BR's graphics being blurrier than Tekken 6, but how it runs smoother, this probably is why.
I assumed 'Tekken 6' is the arcade version which already is out and 'Tekken 6: Bloodline Rebellion' is the upcoming PS3/Xbox 360 game? Is that assumption right or wrong?
T6 BR arcade has been out in the Asian region for sometime now.
It's hard to get readings on those shots you've linked due to the compression artifacts.
Which screenshots do you mean?
Those from the trailer on gamersyde.com?
Or those from game.watch.impress.co.jp?
impress.co.jp
impress.co.jp
It may be worth noting that the 3D-modeled special effects exhibit 1:1 pixel:step
And this is why PR shots are terrible for making any conclusion about what the game will be.