WereKitten said:
Seriously... you shouldn't allow yourself to talk about this stuff without using Google or a dictionary first.
And then, a few other lines of yours.
Again? Here's the link to the thread of B3D that gathers data on resolution and AA for many console games. There are more than 30 games for the 360 to date on that list that employ 4xAA, mostly thanks to the eDram and excluding smaller downloadable titles. Most of them are 720p 4xAA, but of course AW might have had - I'll wait for the first-hand analysis of the game - to settle to a reduced resolution because the core of its aesthetic is in the lighting, foliage and post effects. Support your claims, please. Or refrain from them.
Remedy isn't saying anything new when they talk about multiple buffers and deferred rendering. The whole point of the opaque geometry is the rendering of the textures on surfaces though. Why exactly should they render a naked, lower res geometry and then again render a higher res textured one that somehow doesn't quite cover the poly edges? The edges of textured geometry is what the pixel counters worked with. PS: The ironic thing is that you're the cause of your own distress here. If you had simply always loved and shown your enthusiasm for how AW looks as many did, the final visuals of the game would have most likely satisifed your subjective expectations. But since you went on a pseudo-tech tirade about only two engines discovering the use of eDram to get 720p 4xAA "for free", you're the one who is lkely to be bitten back by a spec change. Most other people will simply look at the total package and at what the engine excels at for the setting and style Remedy chose. I might sound harsh, but I think that it's best for you first and foremost to learn to document yourself properly instead of losing to the technobabble and PR daemons. |







