It's native 720p with no AA on PS3, and the usual UE3 selective (?) 2xMSAA on 360. A few other minor differences but nothing sinister - it's a good conversion.
So 720p with no blur filter on PS3 this time? GOOD.
It's native 720p with no AA on PS3, and the usual UE3 selective (?) 2xMSAA on 360. A few other minor differences but nothing sinister - it's a good conversion.
Yes it's going up tomorrow so long as a minor bug in the new frame analyser is fixed (only displays a PS3 torn frame if there is a 360 one on the same frame!!!). I'm not sure I'm seeing SSAO (any specific examples you'd like to point out), but yes there is MSAA on 360.
The game is pretty dark in general, so yes, it makes it a little more difficult to notice the difference.
I'd say so. If it weren't pointed out in this topic, I wouldn't have noticed it at all.
Rocksteady did a pretty damn good job overall on the console versions.
What do you mean by "the occlusion appears much, much faster?" Do you mean it renders onto the screen without much latency? Or that the game runs smoothly?The radius in which it sampling the environment appears to have been cut down compared to Gears of War 2, and the shadowing quality itself is not as good. The upshot is that the occlusion appears much much faster,
What do you mean by "the occlusion appears much, much faster?"
It's hard to quantify, so we can only realy say 'none', 'some' or 'lots'.I was thinking,here we keep talking about resolution & AA but rarely talk about AF.
I was thinking,here we keep talking about resolution & AA but rarely talk about AF.
I've never seen much to be talked about AF on console games. [only time I've read about it is Riddick's 4*AF & Heavenly Sword's 8*AF..]
Any idea what amount of AF we get in console games normally ? [well I know a lot of games use bilinear filtering but I am talking about those which are trilinear + have some AF]