PGR 2

You might want to look in to a RGB capture unit my friend has one and it works beautifully. If I find the name of it again I will give you the link but I'm not sure how it would hook to an xbox since it has vga ends.
 
theafu said:
You might want to look in to a RGB capture unit my friend has one and it works beautifully. If I find the name of it again I will give you the link but I'm not sure how it would hook to an xbox since it has vga ends.

I know a few RGB capture (e.g. VisionRGB) but the supported resolutions are limited, mostly 640x480, 800x600 and 1024x768. While transcoded YUV will be 480p, 1080i and 720p.
 
I found PGR2 at Target friday and haven't stopped playing it since. The graphics are outstanding, seriously some of the best environments in any game and the car models are outstanding. The handling of the cars is quite different from PGR, they feel like they have more weight to them and it is much more difficult to get them to slide. I do have a few issues with some of the cars stats and am a little upset that using manual doesn't give a performance boost like in PGR but so far it is really great.
 
Except for the slight blurryness those shots look pretty amazing, better than most pre-release shots I have seen of the game. I didn't think they could offer that kind of polygonal and texture detail, plus reflections and a seemingly complex lighting model, yet still get away with AA. How's the framerate keeping up, is it 30 or 60 fps? I'll wait for a few reviews, but if the gameplay is anything like the previous PGR I'm probably gonna get this one as soon as its out over here...
 
It is 30fps though it really isn't as noticeable as I thought it would be and doesn't effect the gameplay at all. According to the developer, the game uses 4x FSAA and it really shows as there are virtually no jaggies.
 
I had always seemed to me that Xbox blurred its interlaced output to hell, but now there seems to be some evidence :D

Someting to do with the line filter I guess..
 
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