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theprof00 said:
NightAntilli said:
libellule said:
NightAntilli said:
theprof00 said:
NightAntilli said:
Well for one, I doubt the 4xAA is completely free in this case. AA and HDR don't go well together on the X360 since they both rely on the eDRAM. But the lighting and shadowing is probably the best done on consoles as of now.. It's really amazing. They probably use tiling for the lighting, but there must be some real magic going on in that code to output that kind of lighting... I'm really wondering how they get the 4xAA with that.. It seems better than Halo 3's lighting, but Halo 3 needed to sacrifice resolution and AA for it.. Alan Wake doesn't seem to have that problem...

fog

What do you mean?

the reduced size of the environnement are hidden by fog ?

in clear, you are in a little 3D path but you believe you are in a forest
(it was mentnnioed in a recent french videogame video about AlanW, they saied this was really well implemented so you didnt feel too much restricted in your "walk")

Not really. There's a big difference between distance fog and volumetric fog. Alan Wake uses volumetric fog.

palmface*

There is only a difference is how they look. It still scales the game down.

EDIT: Do you go telling people things like this? Where does misinformation like this come from? Did you hear this from someone else?

Not only on how they look. Volumetric fog actually uses more resources. The volumetric fog is also used to improve the lighting effects. As for the fog hiding details, I think you should take a look at this first:

http://www.eurogamer.net/videos/alan-wake-welcome-to-bright-falls?size=hd



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