Quake 4: PC != xbox 360

Richard

Mord's imaginary friend
Veteran
Now this is suprising:

Hollenshead has said that the Xbox 360 version is using all of the same assets as the PC version, but running at a slightly lower poly count.

There are stories of new software builds and actual chips to install into the machine being sent directly to developers. While nobody around the show was willing to go on record, word has it that the development of the Xbox 360 is advancing at a breakneck pace. Raffel laughs, "It looks like the hardware vendors are dealing with the kind of insane crunches software developers have been."

http://www.1up.com/do/previewPage?pager.offset=1&cId=3142747
 
it says its currently running like the PC but with a lower Poly count. its count will go higher as development moves on
 
hasanahmad said:
it says its currently running like the PC but with a lower Poly count. its count will go higher as development moves on

hasanahmad, where _exactly_ in this article does it say that '[the polycount] will go higher as development moves on'?

freakish bloody fanboism, this cries out for a ban, ya know?
 
darkblu said:
hasanahmad, where _exactly_ in this article does it say that '[the polycount] will go higher as development moves on'?

freakish bloody fanboism, this cries out for a ban, ya know?

[QOUTE=1up]Another nice surprise is at Quakecon was that we got a quick one-level walkthrough of Quake 4 for the Xbox 360. Now, before we get into it, we need to point out that this is still relatively early in development. Hollenshead has said that the Xbox 360 version is using all of the same assets as the PC version, but running at a slightly lower poly count.[/QOUTE]

Read the whole thing loser
 
hasanahmad said:
1up said:
Another nice surprise is at Quakecon was that we got a quick one-level walkthrough of Quake 4 for the Xbox 360. Now, before we get into it, we need to point out that this is still relatively early in development. Hollenshead has said that the Xbox 360 version is using all of the same assets as the PC version, but running at a slightly lower poly count.

Read the whole thing loser

Where in that quote do they say that the polycount will go up as development continues ?

Not that it's not unlikely that it will though.
 
hasanahmad said:
1up said:
Hollenshead has said that the Xbox 360 version is using all of the same assets as the PC version, but running at a slightly lower poly count.

Read the whole thing loser
hasanahmad said:
it says its currently running like the PC but with a lower Poly count. its count will go higher as development moves on
You shouldn't be calling anyone a loser when Hollenshead stated that the Xbox360 is using the same assets from the PC version, but running at a slightly lower poly count and no where does it say its going to improve on poly count as development moves on.

btw, the increase in poly count is just wishful thinking on your part.
 
The doom 3 engine uses alot of polys, and 1up stating that the 360 version of quake 4 will uses less polys than it's PC counter part holds no weight, perfect example Halo 2 vs Halo, halo 2 uses less polys and looks better than halo 1.
 
Kids, keep it down, there is absolutely NO need to get worked up in a thread like this.



Anyway, i'm not exactly sure why they're saying that. If anything the PC version should have bigger textures but lower polygons than the X360 for obvious differences in RAM and usable poly counts. More RAM in PCs means more textures, and the fixed hardware of X360 should mean they can use the best highest poly models as they don't have to worry about running the game on Geforce4's.

Don't know, sounds strange, if anything it should be the opposite, but then again it's not the more reliable source around.
 
meh lower polys or not this game will never look as good as WarDevil.

I'm sorry I just had to do it. Continue on.

*Walks away whisitling*
 
And what if Xbox 360 has less poly count?

Man I am not able to count thousands of polygons, I'm only able to enjoy the whole thing.


(BTW, Xbox 360 has much more shading power than PC's. Less poly count may not derive in decreased visuals...)
 
Bjorn said:
Where in that quote do they say that the polycount will go up as development continues ?

Not that it's not unlikely that it will though.

if you learnt english grammar. the article says that the writer say 1 one level walkthrough of Quake 4 running on the xbox2. the game that they showed on the Xbox 360 was in early development and the only difference between the more completed vs the early development Xbox version is the low polygon count.

got that?

look at the paragraph again: note the words after me:

Another nice surprise is at Quakecon was that we got a quick one-level walkthrough of Quake 4 for the Xbox 360. Now, before we get into it, we need to point out that this is still relatively early in development. Hollenshead has said that the Xbox 360 version is using all of the same assets as the PC version, but running at a slightly lower poly count.

1) quick one leve walkthrough
2) early in development.
3) Hollenshead said Xbox 360 version "is" <-- concentrate on this
4) but "running" <--- concentrate on this "on a low poly count"

if you know English, you would know this qoute was said while the game was being showed. if it had low poly in final version It would have said this:

"Hollenshead said that the Xbox 360 version will be using all of the same assets as the PC version, but will run at a slightly lower poly count" got it?
 
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hasanahmad said:
if you learnt english grammar. the article says that the writer say 1 one level walkthrough of Quake 4 running on the xbox2. the game that they showed on the Xbox 360 was in early development and the only difference between the more completed vs the early development Xbox version is the low polygon count.

Maybe you should be the one learning english grammar? Here's a couple of spare punctuation marks: .....,,,,,,,, I can also supply some upper-case letters.
 
hasanahmad said:
if you know English, you would know this qoute was said while the game was being showed. if it had low poly in final version It would have said this:

"Hollenshead said that the Xbox 360 version will be using all of the same assets as the PC version, but will run at a slightly lower poly count" got it?

Do you really think they redid all the models from the PC version just to temporarily use them in an early X360 version? What sense does that make?
 
This may still be a early dev kit (at least this version), as they say that still far from the console power, the beta dev kits have ~/- 1 month ...bla , bla , bla

Nobody expects that Q4 uses XB full power especialy with so good things for stencil shadows.
 
Confidence-Man said:
Do you really think they redid all the models from the PC version just to temporarily use them in an early X360 version? What sense does that make?

Now this makes sense. I'm thinking that when he says "runny slightly lower poly count", he's refering to the Framerate. If you lower the framerate you lower the poly's your machine is pushing. He also stated that the X360 is using "all the assets of the PC version", which further proves my point. I'm sure they'll get the framerate up closer to release.
 
(BTW, Xbox 360 has much more shading power than PC's. Less poly count may not derive in decreased visuals...)


No, it has marginally more shading power than the current GTX. It has much less that 2 GTX's in SLI and im not even going to mention more powerful GPU's which will be out by the time X360 launches.

Rgd the polycounts, its can make sense if the game has a lot of detail objects, or perhaps long draw distance were as you turn thes options up on higher end cards, the polycounts increase.

I have to admit it seems strange in a game like Quake 4 though with (presumably) few large outdoor areas and little foliage.
 
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Confidence-Man said:
Do you really think they redid all the models from the PC version just to temporarily use them in an early X360 version? What sense does that make?

Just curious, (because I haven't checked), but does Doom 3 PC scale back on polycounts for the regular ARB path? (or the lowest path? I forget)
 
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london-boy said:
Kids, keep it down, there is absolutely NO need to get worked up in a thread like this.

Agreed. The article mentions this is not final and that both the game and the console are getting upgrades, there's even a quote from Brian Raffal on the subject.

Anyway, i'm not exactly sure why they're saying that. If anything the PC version should have bigger textures but lower polygons than the X360 for obvious differences in RAM and usable poly counts. More RAM in PCs means more textures, and the fixed hardware of X360 should mean they can use the best highest poly models as they don't have to worry about running the game on Geforce4's.

Exactly, UE3's tech page also only mentions a drop in texture quality so I was very surprised by this.

Alstrong said:
Just curious, (because I haven't checked), but does Doom 3 PC scale back on polycounts for the regular ARB path? (or the lowest path? I forget)

AFAIK there is no polycount difference between the different paths.
 
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