I'd actually like seeing halo3 running at 720p with 4xAA I'd pay $5 for that.
We already paid for it...
I'd actually like seeing halo3 running at 720p with 4xAA I'd pay $5 for that.
They seem to indicate something else here:
I'd say, they stealthily implied it's HD rendered.
We already paid for it...
Doesn't Halo have the ability to render at 480p?
Last I checked the official definition for HD includes 480 i/p, 720 i/p, and 1080 i/p.
Regards,
SB
Standard definition TV only has a 480i specification; the 480p came later with the advent of HDTV.
Ah, you're correct. I got mixed up with 480 p as part of HD resolutions because 480p was introduced as part of the HDTV introduction to the marketplace...
http://www.soundadviceblog.com/?p=168
But 480p was catagorized as SDTV when HDTV's were introduced, even though SDTVs cannot display a 480p picture.
Regards,
SB
Doesn't change the fact that I'd like to see Halo3 in 720p with 4xAA and it shouldn't cost them a ton to get it done. $5 should more than cover the costs and shouldn't break the online compatibility with those that have it on xb360.
Are you sure that it's so easy? Bungie is filling the 10 MB of eDRAM with two[/b] 1152x640 render buffers. What you're suggesting would require five tiles. I'm not sure that's as trivial as you seem to think. I'm not even sure that MSAA is compatible with the way Bungie blends the buffers.
Can someone explain me the purpose of upscaling?
An image of 720p will run full screen on a large 1080p. What is upscaling supposed to do extra for that display? It wont run more pixels. It wont enlarge the image because it already runs at full screen.
So what the heck is upscaling supposed to do and what is the purpose of it?
Are you sure that it's so easy? Bungie is filling the 10 MB of eDRAM with two[/b] 1152x640 render buffers. What you're suggesting would require five tiles. I'm not sure that's as trivial as you seem to think. I'm not even sure that MSAA is compatible with the way Bungie blends the buffers.
I was talking about running Halo3 on xb3.0
Brief translation: by dropping D3DX/FX and going to manually assembled precompiled command buffers, this guy achieves a significant increase in drawcall throughput, reaching the absolutely astronomical 1 mln drawcalls/sec. Can't wait to hear if this passes certification...