jvd said:alright , well it still looks bad and doesn't make a good case for its graphics![]()
It looks OK.
But i still think it's a cutscene so...
jvd said:alright , well it still looks bad and doesn't make a good case for its graphics![]()
PC-Engine said:How do you know this is using HDR and not just bloom effects? :?
Here comes MS's trump card ... X360 can do 3.60:1! A killer feature and some sense in the name.lip2lip said:I ask, is it actually even WIDE enough?
mckmas8808 said:I like this picture of the game too.
![]()
lip2lip said:if ps3, can support 32/9, or 3.56:1 type display, I ask, is it actually even WIDE enough? Where are all teh games for teh 3.56 DIMENTION!?
Alstrong said:lip2lip said:if ps3, can support 32/9, or 3.56:1 type display, I ask, is it actually even WIDE enough? Where are all teh games for teh 3.56 DIMENTION!?
They don't have to be that wide. You can do other things with dual displays (multiplayer). I don't quite want the middle of the action where the TV's are put side to side.![]()
Laa-Yosh said:mckmas8808 said:I like this picture of the game too.
![]()
Prerendered...
gurgi said:With all the extra cpu power next-gen, will the difference between cutscene and in-game really be that different?
mckmas8808 said:Could it be a cut scene using a in-game engine? I would like to know to what gives it away. Laa-Yosh do you have insider info?
ERP said:gurgi said:With all the extra cpu power next-gen, will the difference between cutscene and in-game really be that different?
It's more about memory and camera control than CPU speed.
I know given enough memory we could get pretty close to our cut scenes in game.
Fafalada said:I think ERP was reffering to getting close to realtime cutscenes with in-game graphics.
mckmas8808 said:Man I want that Warhammer pic to be in my game in real-time. Its simply beautiful.![]()
Well I was talking about probable polys/frame budget being in 1-2M, how exactly will they be used is anyone's guess. Actually on some closed platform exclusives it may not be unreasonable to see more then that.Laa-Yosh said:BTW, I recall you saying that polycounts will increase significantly in this gen and scene sizes will grow to several million polys... So we'll get to see more than UE3s "n thousand polys + normal maps" characters?
Well I think DOA4 for one already has characters in at least 50k+ range, but obviously in their case it's pretty trivial with not more then 4 on screen at a time, and hence no real need for continuous LOD either.With view-dependent tesselation it should be possible to get an ~50K mesh with enough edge detail to use some displacement for silhouettes, and then add shading detail with normal maps...
Tell me about it, I'm completely sleep deprived these days, nearing master submission time is always "fun".You're right I guess... and I should get some more sleep next time.