superchunk said:
I don't think you understand what native resolution means. There is no reasonchange assets to play the game at different resolutions, hence why the PC has so many options. But the game was designed for a single "native resolution" that is based on many things. Current gen is predominatenly less than 720p "native", unless the game was actually made on PC and downported to PS360 like Battlefield 3. Which is why BF3 on PC is drastically different than PS360... on a good PC of course. You're right that part of that is to keep the framerate at a good level (usually 30fps at least). Right now, all those 3rd party games are running at 720p60fps and on two screens (lower res but still 60fps) on the Wii U. That is definitely better than their PS360 cousins.(proving its definitely more powerful by a fair amount) The hope was that native would be bumped up to 1080p as most of us are positive Wii U can do it. However, costs prevailed and 3rd parties simply didn't want to spend the resources to do so. That doesn't mean the console won't upscale the games to 1080p just as PS360 do in many cases. Kinda why back of most PS360 game cases say it can output to 1080p even though the native resolution is far lower. Just depends on TV and HDMI connection. To change the 'native resolution' the devs would have to alter the art assets and yes that also directly effects the fps. |
No I don't think you know what native resolution means, only 2D sprite bassed games are fixed resolution (and even then some aren't) 3D engines can scale the native rendering resolution. Native resolution is the the resolution of the source material, in this case that is the game's internal frambuffer. Native resolution is a veriable that can be freely changed in any modern 3D engine but there will be a performance hit.
When someone says that a game is native 1080p they just mean that the framebuffer is rendered at a 1080p resolution, rather than rendered at 720p and then scaled to 1080p via enternal scaling or the TV. It has nothing to do with assets, exept that higher resolution assets incur a performance penalty just as an increased resolution does.
The only other definition of Natvie Resolution is when talking about displays, where for example an LCD display has a fixed panel resolution and can only display images at that DPI, which is why without scaling a low resolution input will be displayed windowboxed on an LCD.
It has nothing to do with assets in a polgon bassed game.
Edit: Examples of usage
http://www.eurogamer.net/articles/digitalfoundry-doom-3-bfg-edition-face-off
"By and large, both Xbox 360 and PlayStation 3 operate at native 720p, with no anti-aliasing applied."
http://forum.beyond3d.com/showthread.php?p=1113342#post1113342
"Games whose back buffers are rendered at strange resolutions must upscale the front buffer (at a cost of extra memory) to either 1280x720 (720p output) or to one of the acceptable 1080p resolutions. (Note: native resolution = back buffer resolution, front buffer = image for displaying/hardware scaling)"
http://www.lensoftruth.com/battlefield-3-is-sub-hd-on-ps3-xbox-360/
"Battlefield 3 on both the PlayStation 3 and Xbox 360 will run at a native resolution of 1280 x 704"
http://www.eurogamer.net/articles/digitalfoundry-tekken6-resolution-game-blog-post
"extending beyond the native resolution of the Xbox 360 game."
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