WereKitten said:
The fact that Gamersyde found AW technically impressive is nice for all those who will enjoy the game. It means squat, though, when you say that Remedy did some official statement and then you don't provide links. Or when you say that Bungie did use a certain AA technique, but you don't provide references. I'm not debating how technically good AW or Reach will be, I'm sure they will. I'm asking you to stop posing as facts some speculations of yours regarding technical aspects with which you have absolutely no confidence. Last but not least: stop saying totally unfounded things such as "noone has utilized the EDRam chip before". Either you're in good faith, in which case you need to do way more research, or you're spouting the same falseness again and again because you don't want to admit how silly the claim was in the first place. From Digital Foundry - there's plenty of articles that touch on how the edram is employed, I'll just link the first few google will bring up Ninja Gaiden 2 vs Sigma face-off:
Tekken 6 PS3/360: the resolution game
And last but not least: Final Fantasy XII: how will it work on 360?
Please note the bolded: "so many cross-format titles". Which is what I already said in previous posts. Please also note the reference to the memory limits and Halo 3's HDR, which again people already told you, and the fact that the edram helping with alpha blending is nothing new at all. Now, you either show relevant links to prove your thesis, or stop spouting the same thing again and again as if repetition would make it true. |
Ok. Lets do this. Firstly there is no way Digital Foundry know how an engine use the system. Example. Digital Foundry state GeoW 1 has partial AA. Epic state it has no AA. If I were you I'd listen to devs more than some guys in a basement.
2nd, your FF13 article is a myth article. It talks about PS3 demo and 'perhaps' what the 360 could do to handle the game. Nothing about any official statements of how the engine is used on 360. They talk about what EDRam may do for FF13 not that it is used.
Here is a straight question to Sweeney that proves Digital Foundry often get things wrong:
Jacob- "Will UE3.0 support predicated tiling to make use of 4xAA on Xbox 360?"
Sweeney- Gears of War runs natively at 1280x720p without multisampling. MSAA performance doesn't scale well to next-generation deferred rendering techniques, which UE3 uses extensively for shadowing, particle systems, and fog.
http://www.nvnews.net/vbulletin/showthread.php?s=2a2cdbfa9f935a60371587e9b684e6f4&t=70056
Further here is Remedy's official comments on their 'OFFICAIL Forums' just in case anyone thinks it's made up. You know to suit their theory that EDRam gives bugger all free.
Heres the comment reffering to hardware AA and free alpha blends. Also if you know how much alpha blends can tax a system you would know having them and not actually having to use them is incredible.
"We like 4xAA. Due to the alpha-to-coverage feature on the Xbox 360 GPU, it's one of the key reasons we can render a lot of "alpha test" foliage like trees and bushes without them starting to shimmer or dither (as alpha-to-coverage with 4xAA effectively gives us 5 samples of alpha "blend" without actually using alpha blend). Of course that leads into a lot of interesting ways how to get the the other "standard" z-buffer based rendering schemes to not alias, but let's not get into that discussion right now."
http://translate.googleusercontent.com/translate_c?hl=de&ie=UTF-8&sl=de&tl=en&u=http://forum.alanwake.com/showthread.php%3Fp%3D60357&rurl=translate.google.de&usg=ALkJrhiWwBc4YXXqgcDkxIRUL3dYSC4ATg#post60357
So there you have it. Actual developer info. Not basement boys or a hypothetical article.







