I'm in the camp that hopes for more consistent quality over the assets on screen. I'm sure developers will make use of the system's resources for better physics, AI, scenes, etc.
*raises hand* :smile:
I always wondered why more studios don't use the same technique, but I imagine the work wouldn't be worth the results. Unless your down to Halo 3-level resolutions, I think it's a non-issue to most of the userbase out there.
It's easy to justify:
http://blog.wolfire.com/2009/11/why-we-are-not-using-euphoria/
You assume that it's easy to make certain features standard across all games, but most games need to have their feature set tailored to best fit within their given budget (both time/money and performance).
Brink does this too (on console). Wonder how many folks knew that.
*raises hand* :smile:
I have to wonder what a lot of games would look like during gameplay if they had been dynamic res. Surely there are many moments where there isn't a whole lot on-screen and the framerate would be fine at the maximum resolution. But then maybe the performance can drag down so much that it drops the res to lol-wtf levels, and on average it just ends up being an awful experience.
Would Call of Duty look that much worse if it were dynamically switching between 1024x600 and 960x544 during the heavier action bits?
I still don't know why more games haven't used dynamic MSAA as we saw in earlier Capcom games (Lost Planet and Resident Evil 5). I suppose that's not feasible for any game that is deferred, but... hey I wouldn't mind it if the Gears series had up to 4xMSAA when there's absolutely nothing going on (forward renderer).
I always wondered why more studios don't use the same technique, but I imagine the work wouldn't be worth the results. Unless your down to Halo 3-level resolutions, I think it's a non-issue to most of the userbase out there.
For example: Natural Motion for characters. There aren't a lot of games these days which can justify not having it in their games when GTA4 used it way back in 2007 for every character on screen ... including those not integral to the game at hand. And they have since done this for every game they make.
It's easy to justify:
http://blog.wolfire.com/2009/11/why-we-are-not-using-euphoria/
You assume that it's easy to make certain features standard across all games, but most games need to have their feature set tailored to best fit within their given budget (both time/money and performance).