By using this site, you agree to our Privacy Policy and our Terms of Use. Close

Both versions use a lot of console floptimizations to hide graphical defects.

Quincunx AA is used on Killzone 2 for example. Its like "Wow look at all the awesome uncompressed textures we have! Lets go ahead and blur them because we can't afford the power to use MSAA!!"

For both: "You're not looking at that rock over there are you? I mean its so far away, why don't we just blur it and use DOF to let us improve the close in stuff because you know if you're looking for differences you'll be doing close ups and not staring off at the distance"

On textures: "Oh you like the look of that particular texture? Well because you like it so much its repeated there, and there and there and in that corner over there. See? It saves memory."

Its all floptimizations really, fooling the eye. Btw at this point its up to the artists and not the number of polygons/effects. MGS4 uses half as many polygons as Uncharted or as many as on the enemies and yet they probably do more with them.



Tease.