Uh huh. So visuals are just going to magically improve when you port the code over? Or is all this alpha kit stuff just talking points to keep the perception of the 360's power as high as possible?...running on an alpha dev kit that held only 25 to 30 percent of the Xbox 360s proposed power...
...
...on a fraction of the consoles final power.
Gahiggidy said:Uh huh. So visuals are just going to magically improve when you port the code over? Or is all this alpha kit stuff just talking points to keep the perception of the 360's power as high as possible?
Gahiggidy said:Uh huh. So visuals are just going to magically improve when you port the code over? Or is all this alpha kit stuff just talking points to keep the perception of the 360's power as high as possible?
cybamerc said:Even if a bunch of effects have been disabled the environments still look boxy. There's no way this game is going to look good if it launches with Xbox 360 in November.
None of those games are awesome looking IMO. Certainly not by next-gen standards. The outdoor environments in HL2 seem far more complex however than what we've seen of PD0 so far.MightyHedgehog said:Why not? Tons of awesome-looking FPS games have 'boxy' environs...like Half-Life 2, F.E.A.R., or UT.
Uh huh. So visuals are just going to magically improve when you port the code over? Or is all this alpha kit stuff just talking points to keep the perception of the 360's power as high as possible?
That would be true if the games were all finished, but development is still ongoing, some games will change plenty in the next 6 months, not just in terms of framerate and AA.
ToxicAdam said:All of these "behind closed doors" previews claiming that the game is a graphic miracle, are annoying. I haven't seen one in-game screenshot that has proven otherwise.
Screenshots have really lost their ability to communicate today's games - it's already true for this generation of 3D acceleration on PCs, and every time I see a game actually moving on a next generation console it really drives the point home. So many visual gains now arise from the behavior of simulated light and the surface contours revealed thereby. Screens just don't evoke it.
Kid Chameleon said:But with final kits not arriving until July, that really doesn't leave much time to iron out bugs. In fact, it's about 12-15 weeks.
So visuals are just going to magically improve when you port the code over?
Hajaz said:the dev kits are running on x800xts or x850xts. That means they dont have some features such as SM3.0 amongst other things. its not as simple as xx% of the power.
yes the final hardware will be more powerfull in terms of raw power, but it will also have visual effects that might be disabled in the build of PD weve seen at the MTV presentation
akascream said:So visuals are just going to magically ruin a potentially fun game?
Who cares as long as the final product turns out good.PlayStation Tree said:4 years of developement and it all comes down to the last 3 months before release?
Its been said before, but I'll say it again: WTF RARE?!?
PlayStation Tree said:4 years of developement and it all comes down to the last 3 months before release?
Its been said before, but I'll say it again: WTF RARE?!?
Ramirez said:People complainin about PD again?Do tell...
GhaleonEB said:It's safe to say that nearly all games come down to that last crunch period, when the real polish comes in. Halo of course is the best example of a game pulling out of a nse dive, both visually and otherwise. (Halo got a huge last minute upgrade when specular maps and bump maps were added in the last couple of months, for starters).
The revelation that the character models were only composed of approximately 5000 polygons was met with a passionately negative response, but the statistic is misleading. Pixel shaders bring the presentation to the next level, as advanced techniques such as normal mapping bring enhanced depth to relatively simple shapes.
I agree. I think we all expected this game to look way beyond what the screens have shown so far. The game sounds ace in the gameplay department, but it will continue to get shitted on if it doesnt look much better than games we're seeing right now IMO.PlayStation Tree said:I get this, but the fact that the game doesn't even look as good as current PC games or even Halo 2 is strange IMO. I mean, were the launch PS2 games looking worse than PS1 games 5 months before launch?
And again, it's just the fact that Rare had so much time with this game.
mrklaw said:whats parallax mapping? Is it just a fancy way of getting reflections of the ceiling in the floor, so the reflections move more slowly than the floor itself, giving a parallax effect?
mrklaw said:whats parallax mapping? Is it just a fancy way of getting reflections of the ceiling in the floor, so the reflections move more slowly than the floor itself, giving a parallax effect?
blackadde said:It's like bump mapping which gives 'real' displacement, so that high parts of the texture can obstruct the view of lower portions and give a sense of depth, depending on the camera's viewpoint. I think.
No. Parallax mapping doesn't offset the silhouette edges. They are still flat.mrklaw said:you mean like the bumps on the killzone 2 car wheels?