WereKitten said:
Let's call your game: 1) you wrote in the OP
Fact check: 1a) While it's true that the Unreal Engine 3 was not designed as a 360 engine and thus not as optimized as a ground-up coding effort, it's obviously somewhat optimized. Actually at Epic they stated that their transitional multithreaded model owes a lot even on PC to what they lerned by optimizing it for the 360 (link):
1b) what Sweeney really said about AA back in 2006 (link):
Please note that it's not like they didn't know or care or use the edram, it's that their engine works in a way that could not make the most of it in 2006. Later they surely optimized their engine further, as Gears 2 -for example- sports some AA. 2) you wrote in the OP
Fact check: From the Digital Foundry tech analysis (link):
Bold is mine. I find it intriguing that you called ME2's graphics "the best ever on consoles", though it went (feature-wise) in the opposite direction to what you claimed and in the opposite direction to what you want to see in Alan Wake and other engines (more AA). 3) you wrote in the OP (about Alan Wake)
Fact check: 3a) I could not find any official statement about 4x Full screen MSAA from Remedy. The closes thing is this declaration on the remedy forums (link):
which talks about 4xAA, but doesn't say it's full screen 4xMSAA. Nor does it make it sound as if they are getting everything from the embedded ram for free. Merely that they were able to design their engine to get some great benefits out of it, which sounds like having to cope with the limitations of it being only 10MB. 3b) "crispest"? AA goes in the opposite direction of crisp: jaggies are pixel-grid crisp. AA is basically a selective blurring process. 4) you wrote in the OP
Fact check: 4a) Halo Reach is not the 2nd game to utilize the edram this year. Nor in the 360's history of course. Actually the majority of 360 games were designed to squeeze some low-impact AA out of the 10MB edram. Too many links, really... just browse all old Digital Foundry's face-offs for multiplatform titles and you'll more often than not find something on the lines of "on PS3 the game sports no AA (or QXAA), while on 360 it does thanks to the edram" 4b) As far as I can tell, there's no official statement from Bungie on the AA technique used in Reach. Much speculation abounded as it certainly looks very good, but the best analysis I could find of the available videos seem to actually indicate a clever use of depth-of-field and edge blur to achieve better antialiasing, nowhere in sight was an official "free thanks to the edram" 4xMSAA statement. Ironically you slammed edge blur previously in this thread, when it was advanced as a SPE based solution in the PS3 version of Saboteur (it's not MLAA as you kept stating, go read the updated article on DF) Conclusion: I'm really glad that people like Remedy or Bungie are spending their energies on creating engines that truly optimize to the archtecture and capabilities of the 360, and what they are going to put out seems to be some of the best the machine has displayed yet, and quite better than the run-of-the mill UE3 based games. But there's no magic bullet here. There's no magic edram chip that nobody utilized before. There's a lot of honest hard work from good developers to make the best out of known quantities, whose final results look excellent right now and we will judge with our eyes in a not distant future. You did the same in a previous discussion, only back then your magic bullet was called "multithreaded engine" and you claimed that AW was the first game on the 360 to have a multicore-optimized engine, and games that were to use several times more CPU power than every old game were to follow. You were demonstrably wrong back then, but you are falling into the same pattern again. There's a lot any 360 enthusiast should be happy and even hyped about with these new games but by making up technical facts, and official statements, and distorting quotes, you're not doing these coders any favours, nor are you being helpful to fellow gamers. If you can provide links to the official statements of which you speak of and that I might have missed, I'll be thankful. |
All I have to say is this:
Staude this is to you to.
My article was well researched and well thought out. And 5 days after I write the article what happens. Gamersyde say EXACTLY the same thing after physically playing Alan Wake. In fact they put it above any 360 game by miles and say the only PS3 games that compete are KZ2, U2 and PC game Crysis. They are very clear about wanting to see more propietry engines for 360, instead of multi ones. They literally say the 360 can do everything the PS3 can do, and right now takes the cake.
Source?
See my Gamersyde Alan Wake preview thread. And yes, noone has utilized the EDRam chip before. If you do some research you will know that niether UE3 or UE2.5 ( which most good looking 360 games use ) do NOT according to Sweeney use the chip. After the fantastic Technical achievements praise Alan Wake is recieving, the doubters to both my article and the 360 power must feel silly. No?







