Pixels don't have to be square.
The aspect ratio used in rendering does not *have* to mimic the aspect ratio of the framebuffer.Why is DOA4 1280x1024? Isn't it widescreen? That's a strange resolution for a console game as it's not 1080i nor 720p...? I'm confused...
The aspect ratio used in rendering does not *have* to mimic the aspect ratio of the framebuffer.
Why not take it the opposite way (and more optimistic) that the PGR team at least admitted what they were doing and this guy can explain why (although I'm sure other devs have "cheated" also like teh good Dean A explained)... as opposed to cheating and pretending... sheesh. I think you are projecting ******ism here but that could just be me...
Yeah, Doom 3 is one of the games I was talking about when I spoke of rendering at 1280x1024 with a 16:9 aspect ratio instead of using 1600x900, and with the all shader alaising inherent to that game it really helps. CoD2 is another example of a game that lets you set the resolution and aspect ratio seprately right in the menu options.Yup. LB, take any widescreen game on the Xbox for example.
Edit: easiest example is really the Doom 3 engine games so far. (r_aspectratio)
Many obviously weren't using tiling as a number of the launch games were simply 1280x720 with no AA.i'm not saying it's a deadly sin, but yes, bizzare cut quite a corner there, while the rest of the 360 launch-window teams was sweating to get tiling work somehow.
Many obviously weren't using tiling as a number of the launch games were simply 1280x720 with no AA.
Choice is a terrible thing...
Why on earth have we ended up with two and a half (i.e. 720P, 1080i, 1080P) incompatible HDTV standards anyway - surely both the TV and games industries would be tons better off if there was a single standard. I'm certainly not buying an HDTV set until one resolution emerges as the winner - I'm buggered if I'm spending eight hundred quid only to view everything through a crappy scaling filter. Grrrrrr!
obviously. i did not mean every single last one of them. point is, there were 3rd party devs who walked the walk and took the hit. while some 1st party ones, with ms' PR at the helm, just talked the talk of mandatory this, free that. anyway, i just got irritated by that guy's 'let me explain to you how bizzare were being wrongfully accused' approach, based on a clumsy attempt to smear the difference between a game's main and all the rest (secondary) render targets. fact is, bizzare cut a corner there which others did not. and he'll has to live with it.
And PGR still remains one of the nicest looking titles on the 360, what's your point again?
imo f@nboys are the ones who even think things like internal resolutions need to be 'defended' or 'spun', normal people don't care, they only care about the end result on screen.
And PGR still remains one of the nicest looking titles on the 360, what's your point again?
imo f@nboys are the ones who even think things like internal resolutions need to be 'defended' or 'spun', normal people don't care, they only care about the end result on screen.
Well PGR is also one of, if not the jaggiest game on 360, it's very evident straight away and that's the end result, whatever the internal resolution is and whatever you think of people pointing that out.
And PGR still remains one of the nicest looking titles on the 360, what's your point again?
imo f@nboys are the ones who even think things like internal resolutions need to be 'defended' or 'spun', normal people don't care, they only care about the end result on screen.
And PGR still remains one of the nicest looking titles on the 360, what's your point again?
imo f@nboys are the ones who even think things like internal resolutions need to be 'defended' or 'spun', normal people don't care, they only care about the end result on screen.
IIRC I read a postmortem on MotoGP where they very clearly state they were CPU limited (specifically by drawcalls).Acert93 said:Interesting on MotoGP. There was a bit of bickering about the GPU on that title (unstable framerate, etc) yet if it is 1280x1024 that is nearly 45% more pixels than 720p which tend to indicate the framerate issues were not GPU related in general.
I certainly agree that MS deserves all the bashing on this because they were the ones to use "standard AA&HD" as a Marketting/PR point. They over promised and under delivered, there's really not much to damage control there.darkblu said:but of course there's always some apologist stepping up and starting to explain how all kind of secondary render targets may be of lower res and how that's natural. no shit, sherlock, but how about the main one?
I certainly agree that MS deserves all the bashing on this because they were the ones to use "standard AA&HD" as a Marketting/PR point. They over promised and under delivered, there's really not much to damage control there.
That said - I wouldn't bash Bizarre for this - last gen (admitedly, analog displays were more forgiving here) there were as many main target resolution choices as there were developers. There's tons of last gen games that rendered odd sizes like 512x512, not to even mention the really exceptional ones like ICO (still with spectacular results) - in the end devs try to choose what suits their project best.
I suspect PGR res was chosen as favorable over 720P with no AA.
heck, i've always been among the few to say 'screw HD'. neither did i ever care about PGR3 - the first time i saw it and noticed the framebuffer downsizing...