It's an aesthetic choice.
It's an aesthetic choice.
Possibly a combination of aesthetic and performance. They may have chosen cinematic aspect for the look, but that also affords 14% more rendering for niceness on screen. Or it could be that they did some tests, found they couldn't get the IQ they wanted at 1080p so letterboxed for that little extra performance. Given the first showings were cinematic, I'm inclined to go with the first case. I think they chose cinematic aspect for the style (they should go 24 fps too! ). Whatever the case, the letter-boxing does have an upside as well as a reduced FOV.So its a compromise to get the desired results on screen
So it's 40min for the press but 0min for us gamers, beautiful. Not to mention we still don't know when we'll see it. Not even a screenshot tease or a 3sec clip, nothing.
@Tanzen: Arrivato, domani vedo il primo gameplay serio per The Order 1886
[Come, tomorrow I see the first serious gameplay for The Order 1886]
That stone wall is clearly tessellated Good job dudes.
That stone wall is clearly tessellated
That stone wall is clearly tessellated
Yup, wasted screen space. It was useless in Beyond, the same here, limits vertical POV for no reason and doesn't provide any"cinematic" feel as these devs seem to think.
Must be something wrong on my end though.
I understand that, but what's wrong with just giving us an embargo date? Or does the general public get the footage one day after?Are you that ignorant of the preview process to think the press are being sworn to secrecy? They're showing the game live and in person to the press so they can write up preview coverage that will be accompanied by a bunch of official media.
He was only jok........or was he not?
Yup, wasted screen space. It was useless in Beyond, the same here, limits vertical POV for no reason and doesn't provide any"cinematic" feel as these devs seem to think.
I don't think you are getting a wider FOV. For that, they'd need a wider angle lens which would probably start to add perspective warping and look a little odd. If the perspective remains the same, you get exactly the same horizontal FOV but with the top and bottom cut off.It actually increases the FOV considerably, the aspect ration of the order will provide you with a much wider FOV than 16:9. This decision was made even before the developers knew about the PS4 hardware. I wish people would just stop claiming that they did so because they wanted to get extra power out of it (14%? but what of the hit in performance from a wider FOV than the usual 65 degrees you get in games?).
Again, mistaken. You can take exactly the same horizontal FOV from these images and just draw in the space above and below. You don't need a particular aspect to provide a particular FOV - that's decided by the camera properties in your renderer. You can render fish-eye into a square aspect, or super zoomed (300mm telephoto) and letterbox it for a narrow FOV with no top or bottom.There is no other way to provide an aspect ratio like this on a 16:9 screen without doing black bars.
No-one's made the assertion that RAD are doing this for performance reasons. It's only noted that there is a performance gain that comes with the choice. There's no consensus, but most are just questioning it, and those expressing an opinion seem to be siding with the view it was aesthetic.This reminds me of the time when people used to claim GOW games have "fixed" camera for performance reasons, so as to cull the objects.
Afaik you can use a PS3 with a custom firmware to get rid of Beyond's black borders. Does anyone know whether this has any impact on performance?
The screenshots we've seen so far suggests a wider FOV. At least that's what it looks like to me.I don't think you are getting a wider FOV. For that, they'd need a wider angle lens which would probably start to add perspective warping and look a little odd. If the perspective remains the same, you get exactly the same horizontal FOV but with the top and bottom cut off.
The 14% saving won't apply to geometry if there's no geometry being culled (extra geom from wider FOV as you suggest, if it is wider, which I doubt it is) but will apply to pixel workloads.
Why do my movies have black bars then? I was under the impression movies do this because they need the wide angle, and the need for more vertical area was the reason why Avengers has an aspect ratio 1.85:1 instead of 2.39:1 like in most movies.Again, mistaken. You can take exactly the same horizontal FOV from these images and just draw in the space above and below. You don't need a particular aspect to provide a particular FOV - that's decided by the camera properties in your renderer. You can render fish-eye into a square aspect, or super zoomed (300mm telephoto) and letterbox it for a narrow FOV with no top or bottom.