I know this is a very small screen but this is simply amazing:
http://i44.tinypic.com/dfzzhe.gif
http://i44.tinypic.com/dfzzhe.gif
I would argue that other factors have FAR more effect than graphical superiority could ever have. Historically, it has rarely been the case (I want to say never) where the technically most advanced console of a generation won out in terms of having the largest installed base. Otherwise systems like the Genesis, the Wii, and the PS2 wouldn't have won their respective generations (yes, I'm giving it to the Wii already).Comparing sales of consoles to see how much graphics matter to people doesnt work because there are other variables at play. If you had two consoles at exactly the same price and same games etc. the one with the prettiest graphics would be more popular.
When people say that the wii proves that graphics dont matter its total nonsense, they do matter but other factors can add up to have more effect.
Gears 2 is an exclusive title, and Epic Games had plenty of time and budget to "cover up" and tailor the game for the flaws and weakness of its specific platform.But you have to factor in what type of capabilities are maxed out and for what. What was prioritised etc. Also lots of time to develope a game like KZ2 let's you fine tune artwork/design etc to cover up flaws, less impressive tech/limitations etc.
I would argue that engines nowadays are pretty general in terms of graphical features anyway, and share many common shader effects and visual niceties. So in that sense, each game engine starts off pretty general in design goals, and then as development proceeds, heavy optimizations are made to eek out the most performance out of the particular platform it's targeting. Similar situation for the Unreal Engine 3.0, which I have no doubt that, by now, is extremely optimized and fine-tuned in terms of its low-level code for the XB360.Starting from scratch for specific platform would be better. Just becouse they can create an engine that exploits the strenghts of the specific platform and goes hand in hand with the games layout.
I think people were already drooling for the game on the basis of how visually spectacular it looked in every piece of video footage--not some inconsequential technical buzzword thrown out in a Dutch-language video that maybe a couple hundred fanboys on the internet happened to see about a month before the game releases.They haven't. Behind the dark artowork layer it really doesn't differ itself so much from other heavy titles for consoles. +/- for different tech but on averge...
I'm sure people would be drooling as much for other titles if the devs would trow out tech hype words to the fans in all directions. Ray-tracing anyone?
It's also arguably the best-looking visuals we've seen in this generation of consoles in a multiplayer mode. Multiplayer graphics rarely if ever reach the same level of graphical fidelity as the single player campaign; you and I both know that. For example, Call of Duty 4's texture detail and particle/environmental effects, as well as polygonal detail and prop elements in the gameworld, took a MAJOR dip in the multiplayer as compared to the equivalent single player maps on which those MP maps were based. This difference is easy to see when looking at an MP map, and comparing it to the equivalent SP level.And why it lacks the "oomph" that the SP campaign gives you. In MP it is another quite well done MP game in the same "fight-ring" as other games, thats it.
Very true. But what about implementation?I would argue that engines nowadays are pretty general in terms of graphical features anyway, and share many common shader effects and visual niceties.
What about texture detail, specular maps, lighting and more consistent framerate? The AA should be atleast be 2xAA too
Even "old tech" can be intensified and made more complex to push the hardware and produce better results.
If its just good art, then there is a lot of extra performance to improve the graphics in GoW2 by a very very significant margin.
By a similar logic someone may claim that Lair demonstrates better the capabilities of the PS3 than KZ2, because its 1080p, has crazy amount of objects on screen with hundreds of soldiers and the environments are huge.
I think Bungie had the budget and time that KZ2 did with Halo 3, and quite frankly they whiffed. I have little respect at all for Bungie technically anymore. Frankly I'm glad the series is moving out of their hands.
Besides, I doubt that Naughty Dog's engine for Uncharted, a game under a new, unknown IP that released only about a year into the lifespan of the PS3, is anymore optimized for the PS3 or pushes the limits of that system anymore than Gears 2/UE3 for the XB360 does.
AC has a consistent enough frame rate for me, it has speculars and even some more complex shaders at times (metal armor has reflectivity) and as I've said before the lighting is fully dynamic.
It still rules multiplayer gaming, it's getting close to 10 million units sold, so it seems they followed the right path. Let us see how well KZ2 is going to fare in sales and multiplayer longevity.
K2 is much more hardcore, not really tailored for the wider audience by most its design choices.Contrary to Halo franchise.
Historically, it has rarely been the case (I want to say never) where the technically most advanced console of a generation won out in terms of having the largest installed base. Otherwise systems like the Genesis, the Wii, and the PS2 wouldn't have won their respective generations (yes, I'm giving it to the Wii already).
you guys do not doubt at all that xbox360 simple not much powerfull CPU side to be capable achieved visuals like Cell+RSX do
You put Cell+RSX yet ignore Xenon+Xenos combo. Xenos having unified shader architecture and then some extra features (EDRAM etc) to overcome what RSX would have difficulties with.
Too bad those advantages that the 360 could have never come to fruition in platform exclusive games, as opposed to the combination of Cell+RSX, huh?
Yet 3rd party devs use the EDRAM and other strenghts of Xenos
Yet 3rd party devs use the EDRAM and other strenghts of Xenos. If any first party dev would use it fully in the future (are there any left though?) then they could tap the "untapped potentials"!
Yes ,but Cell in KZ2 boost + 40% performance for visuals(what i read) to RSX . I doubt that XCPU can add the same amount of %Xenos having unified shader architecture and then some extra features (EDRAM etc) to overcome what RSX would have difficulties with
This thread is degenerating extraordinarily rapidly, isn't it...Yes ,but Cell in KZ2 boost + 40% performance for visuals(what i read) to RSX . I doubt that XCPU can add the same amount of %
I've never considered computing power or numbers to be the most important factor in the capabilities of a system and the final output it will produce. It depends a lot more on the creativity in, and implementations of software technology with respect to the architecture.you guys do not doubt at all that xbox360 simple not much powerfull CPU side to be capable achieved visuals like Cell+RSX do
There's Rare. There's something of a consensus that their tech is solid but their art terrible.
You mean their games are colorful and therefore terrible art wise. But if they where in 16 different shades of black and grey they would be good art wise right?