LightHeaven
Regular
So you are comparing the 360 to a modern pc?
Not comparing like that, but i think that a tessellated character on 360 would be at least as detailed as they are on Pc without tessellation.
So you are comparing the 360 to a modern pc?
Not comparing like that, but i think that a tessellated character on 360 would be at least as detailed as they are on Pc without tessellation.
*The geometric detail is somewhat better, because of different LOD selection, not even counting DX11 tessellation.
Digital Foundry: Halo 3 famously adopts what's been described as an overkill approach to HDR lighting - creating two sub-HD framebuffers and merging them to the detriment of resolution and AA. What is your approach here?
Oles Shishkovstov: When your rendering engine employs deferred shading you have a lot more flexibility to do this. From the start you have several LDR buffers in different colour-spaces that are not yet shaded. That's only at the end of the pipeline (the shading itself) where you have the HDR output. And yes, at that point we split the HDR data into two 10-bit per-channel buffers, and then run post-processing on them producing the single 10-bit per channel image which is sent to display.
The PS3 uses the same approach except that buffers are 8-bit per channel. The buffers are full 720p by the way. The PC-side is slightly different: we don't split the output before post-processing, running everything in a single FP16 buffer
Digital Foundry: How does your approach differ from that of Guerrilla Games with Killzone 2? They used a fully deferred rendering engine and a traditional forward renderer, in part to include hardware AA...
Oles Shishkovstov: Their implementation seems to be badly optimised. Otherwise why do they have pre-calculated light-mapping? Why do they light dynamic stuff differently to the rest of the world with light-probe similar stuff?
From our experience you need at least 150 full-fledged light-sources per frame to have indoor environments look good and natural, and many more to highlight such things like eyes, etc. It seems they just missed that performance target.
30fps and vsync locked.I dont get it, the devs said game is locked to 30fps but has vsync off. And then they say it mostly runs at "40-50fps" then why have vsync off like seen in those 2 videos above with massive tearing when aiming and shooting?
30fps and vsync locked.
That's what it is in the game.Read the review in my favorite mag: 86/100 not bad actually (they gave GOW 3 a 93/100 for reference).
They put this game in the genre of Bioshock (2), which is basically a bad thing for me, as I cannot stand Bioshock at all. I have to wait and I am curious to learn if in the game the ammo is limited (i.e. you are always starving ammo, which I ultimately hate) ... if they follow the book, it should be...as in the original story, ammo is even somthing like "money" used to buy other stuff.
well as I understand it, the "good" pre-apocalypse ammo is higher quality and is traded as currency but you still can use regular bullets too. The regular bullets do less damage and jam more frequently though. I think most of the comparisons to Bioshock had to do with the game's atmospehre rather then it's gameplay though.Read the review in my favorite mag: 86/100 not bad actually (they gave GOW 3 a 93/100 for reference).
They put this game in the genre of Bioshock (2), which is basically a bad thing for me, as I cannot stand Bioshock at all. I have to wait and I am curious to learn if in the game the ammo is limited (i.e. you are always starving ammo, which I ultimately hate) ... if they follow the book, it should be...as in the original story, ammo is even somthing like "money" used to buy other stuff.