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5 Comments
RedSkysays...Damnit you're quick!
EDDsays...Kick. Ass.
I don't actually know which one I'd play if they were released simultaneously - HL: Ep3 or this. Thankfully, Valve probably won't release theirs for another couple of years
campionidelmondosays...Looks great, especially the scenes in Rio. I do get the feeling that the game was running at a steady 60fps for this trailer and I doubt that's the way it'll end up running (especially on consoles).
thegrimsleepersays...>> ^campionidelmondo:
Looks great, especially the scenes in Rio. I do get the feeling that the game was running at a steady 60fps for this trailer and I doubt that's the way it'll end up running (especially on consoles).
Infinity Ward always makes sure their games run at 60fps on the consoles. Although they had to lower the resolution of CoD 4:MW to 1024x600 to get it to run at 60fps.
you can read more about it here.
http://www.eurogamer.net/articles/call-of-duty-4-engine-analysis
fuzzyundiessays...Thanks for posting this, thegrimsleeper!
>> ^thegrimsleeper: Infinity Ward always makes sure their games run at 60fps on the consoles. Although they had to lower the resolution of CoD 4:MW to 1024x600 to get it to run at 60fps.
Actually, the framebuffer size is due to a limitation of the Xbox 360. The 360 has only ~10 MB of eDRAM, which means it can't fit an HD (even 720p) framebuffer with antialiasing without using tiled rendering. This is more expensive and a big price to pay if you're trying to get your frame rendered in 16.67 ms. So, as a starting point, you use the biggest buffer you can fit with antialiasing for the majority of your scene (rendering the UI using tiling, since you want it pixel-accurate). If you're content to make a 30fps game, then the hit from tiled rendering isn't nearly as big a chunk of your frame.
More info: HD problems in Xbox 360 and PS3
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