I don't understand the need to use bullshots if the product actually looks comparable.
But they don't otherwise they wouldn't do it.
I don't understand the need to use bullshots if the product actually looks comparable.
They don't look THAT good. The older screens are of comparable quality and MazingerDUDE concluded that it's still 1120x585 but he wasn't 100% certain.
I think they're using the old Sigma engine, even though the game's running at higer res now, the number of enemies on screen reduced to about half of what NG2 had, also with a lot more screen tearing.
I think they're using the old Sigma engine, even though the game's running at higer res now, the number of enemies on screen reduced to about half of what NG2 had, also with a lot more screen tearing. I'm a bit dissapointed, considering how GOW3 offers glossier visual with 10+ enemies with zero tearing at 60 fps, 1280 x 720 2 x AA!
The prolific blood spurts from chopped limbs have been noticeably cut back in the videos and replaced with the blue mist as well. What blood spurts they have are rather brief.
Forza Motorsport III was just introduced at this year's E3. Developer Dan Greenawalt stated in this video (http://www.gametrailers.com/video/e3-09-forza-motorsport/50203) that the new sequal has 10 times the polycount and 4 times larger textures for car models. I find it hard to believe, because that kind of racing games usually have ~100K polygons per car. So is there something important that he left out or has the Turn 10 really found a way how to push 360 to its limits and there's a 1M polygons per car? No way, I'd say...
Game Trailers had an cam vid of Ryu's initial part and it seems that the demo is set on Path of the Acolyte (easy) with the same number of enemies. Like the 360 demo, a lot of enemies are missing limbs and a lot less aggressive to open up the door for non-stop obliteration techniques.
Are you sure about GOW3's frame rate though? I remember the lead programmer mentioning that it won't run at 60fps all the time and can drop to 30fps.
So it basically means that they used exactly the same sized polygons in 3D car models instead of various sizes like in FM2? Or did I totally misunderstood you?Tessellation could easily explain it. There are also memory savings as the mesh is tessellated in real-time versus stored in memory. We have no idea what sort of normal map compression they used in Forza 2 either, but using DXN/BC4/3Dc+ sounds about right for increased texture resolution.
As for GOW3, I'm not sure at all, but I thought they were aiming at 60 fps weren't they?
So it basically means that they used exactly the same sized polygons in 3D car models instead of various sizes like in FM2? Or did I totally misunderstood you?
It's an open standard, normal map compression format that ATi introduced back in the day with the R420 series. Prior to it, DXT5 was used, but this format wasn't originally meant for normal maps wiith a quality degradation by comparison. With 3Dc, They could achieve much higher quality/resolution per memory consumption.And what are the: DXN/BC4/3Dc+ ? Can you explain shortly please?
Anyway, hopefully tomorrow's NGS2 demo will have multiple difficulty settings to test the engine. Frequent slowdown didn't creep up in NGII until POTM anyway.
I thought the NGS2 demo at E3 rumor was from that Hip Hop gamer dude
It would mean that instead of their being 10x the polygons in the source models, cars of 1 million vertices in RAM, the object detail could be the same size, 100k polys, but when rendered on screen, the objects are tesselated and smoothed to be rendered with 10x the polygons. Thus if in Fz2 some 25k triangles of the 100k triangle mesh were actually rendered, Fz3 would up that to 250k triangles creating smooth contours. 8 cars would be 2 million triangles per frame with those numbers, and with LOD that could be toned down, so that sounds very plausible. Should do wonders for steering-wheels!So it basically means that they used exactly the same sized polygons in 3D car models instead of various sizes like in FM2? Or did I totally misunderstood you?
Forza Motorsport III was just introduced at this year's E3. Developer Dan Greenawalt stated in this video (http://www.gametrailers.com/video/e3-09-forza-motorsport/50203) that the new sequal has 10 times the polycount and 4 times larger textures for car models. I find it hard to believe, because that kind of racing games usually have ~100K polygons per car. So is there something important that he left out or has the Turn 10 really found a way how to push 360 to its limits and there's a 1M polygons per car? No way, I'd say...
Yeah, you're right, I didn't know the easy mode offered fewer enemies (never tried the easy before, I'm the master ninja guy )
Is it true 1080p to Forza 3? Incredible, head to head with GT5
I don't believe Forza 3 runs in 1080p in-game? GT5 doesn't run 1080p in-game either (1280x1080, which still isn't bad of course), and the 360 has a beautiful scaler.
http://forzamotorsport.net/en-us/media/videos/default.htm#/video/120/Forza Motorsport 3 E3 2009 Debut Trailer
http://forzamotorsport.net/en-us/media/images/default.htm?galleryid=280#/screenshot/462/Forza Motorsport 3 Screenshots: E3 2009 Edition