RazorDragon said:
But that's different. In the early gen devs were still on the change from fixed-shader GPUs to programmable shaders and single-core to multi-core processing, things that were standard since the beginning of the 3D generation of games, engines were still being made and improved to use correctly the new hardware and development costs went through the roof. Still, developers like Rare made games early in the gen that used textures like that:
No game nowadays uses textures in that high-resolution in the same amount Perfect Dark Zero(launch game for 360) and Kameo(also a launch game) use. Over the course of this generation, as they learned to play with the hardware, devs exchanged texture quality for lightning quality, improving on that "PS2" feel early games had because of the PS2-level lightning engines, but it wasn't really a improvement, it was just an exchange. Next-gen, devs already know the strenghts and cons of programmable shader GPUs and how to use effectively multicore processing, they will just improve on what they had on PS3 and 360 by using better lightning engines and texture quality. There's so much you can improve when you already know what to improve, so don't expect too much from next-gen like the difference from early 360 to late 360 games. |
We'll see. Again, you come off as defensive to me. Your Reggie obsession means your a Nintendo fan right?
At the very least, save your comments until we actually see some of these games running on next-gen consoles.








