By using this site, you agree to our Privacy Policy and our Terms of Use. Close
zarx said:
megafenix said:

wipeout hd was one of the few games i ever heard that had a variable resolution instead of variable framerate, now that is interesting

http://www.eurogamer.net/articles/wipeout-hds-1080p-sleight-of-hand


Why do you keep reposting the same things? And as screenshots as well?

 

Anwhoo veriable reslution is a neat trick. And it is what allowed them to achive 1080p60 on PS3, even if it was only most of the time. There are a few others that use it for example RAGE and Ninja Gaiden 3.


yea, i think i like the trick since noticing the variable resolution chnages would be harder than noticing framedrops

The reason i keep putting those articles is just to make sure you read them, as they say they had to came up with some implementation tricks to make deffered rendering possible on those consoles by reducing the bandwidth requirements, but the cost was to use a lot power form the consoles since ps3 needed to use 5 spus for this and 360 had to use gpu parallelism +cpu. thats a lot power if you ask me and the benefit of deffered rendering should be taht you use few shader power, thats what i am talking about, in the last generation consoles this technique was possible but by sacrificing more power isntead of bandwidth, in this new generation consoles like wii u is better to use more bandwidth for this technique and save up lots of shader power for other rendering purposes, if shinen uses the same tricks these developers used in the past generation consoles then the purpose of deffered rendering will have no meaning, the primary adventage of the technique will dissappear, wii u has plenty of bandwidth and using those tricks will not improve performance but reduce it