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Forums - Microsoft Discussion - IGN ALAN WAKE VIDEO PREVIEW *pretty sweet if you ask me*

Counti said:
Remedy just confirmed that Alan Wake runs @ 30FPS with 4xAA!

http://forum.alanwake.com/showthread.php?t=2990

Thats crazy... i never thought the 360 could handle this. Most beautiful game this generation so far...

 

What's 4xAA? and why is it such a big deal?

 



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I think this game will lost points because of bland character models. But that is just my opinion.Effects and environments look fantastic.



Wow, looks awesome. Getting this asap (did I see an EU date somewhere in May?).



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pretty sweet indeed



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This is probably the most expensive game on 360 along with GTA4.


Truly amazing !!! And the art design ...



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Packie said:

What's 4xAA? and why is it such a big deal?

 

AA = Antialiasing

http://www.tweakguides.com/images/Antialiasing.gif

Its a big deal because it costs very much performance.



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fighter said:
This is probably the most expensive game on 360 along with GTA4.


Truly amazing !!! And the art design ...

huh ? how do you know ?

I m betting it is not. Remedy is not a that big studio IMO.



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Counti said:
Packie said:

What's 4xAA? and why is it such a big deal?

 

AA = Antialiasing

http://www.tweakguides.com/images/Antialiasing.gif

Its a big deal because it costs very much performance.

Aha, now I understand. thx for the link.

Indeed it is something amazing for a 360 game!

 



Thanks to Malibu at B3D for this:

http://forum.alanwake.com/showpost.p...2&postcount=18

Quote:
We hate dithering and aliasing just as much as you I think. Hardware 4xAA on the Xbox360 is nice for a lot of things - it did take us a while to get the most out of it (E.g, refactoring the renderer quite a few times).

Shadow aliasing doesn't really have anything to do with the generic framebuffer resolution or aliasing quality, but having the game run with 4xAA in the framebuffer is kind of rubbing in any other visual quality problems there might be.

We don't like ugly things, so we fix them before shipping.


http://forum.alanwake.com/showpost.p...2&postcount=23

Quote:
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://forum.alanwake.com/showpost.p...7&postcount=26

Quote:
The game is locked to 30 FPS (well, except menus, manuscript pages, etc which run at 60 FPS). All cinematics are guaranteed to run 30 FPS (as we actually background load the next location, in case there's a location change). If you saw video tearing in the published press material, it's 99% due to video sync issues (E.g, PAL video cams or 59.97 Hz vs. 60.00 Hz screen update).

While playing Alan Wake on a Xbox 360, if the game framerate drops below 30 FPS we resort to screen tearing (same idea as Gears of War uses).

We're right now just fixing bugs and making sure nowhere in the game would the framerate never dip below 30 FPS. I know there's still a few heavy locations in the game where we resort to dipping below 30 FPS, but we're working very very hard to get all those solved.