Scoobes said:
curl-6 said:
Conduit 1 & 2 and Jett Rocket pulled off more processor intensive tricks than Mario Galaxy, like normal mapping, dynamic global lighting, more extensive use of shaders.
And Need for Speed isn't a simple game; its a streaming open world that you move through at high speed, with other racers, civilian traffic, and cop cars on the road all at once, kicking up alpha transparencies, and often crashing spectucularly.
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Need for Speed is still a driving game set in an urban environment (simpler models, simpler animations, no complex models; less polygons). There's only so much going on compared to the likes of Crysis or other open world games like Assassins Creed or Arkham City.
You're right on Conduit 1 & 2, (forgot about them), but it was still only a small step-up from what I could see. Been a long time mind, although they did manage to get some nice effects on hardware with no programmable shaders.
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NFS is open world, so what it lacks in individual model quality it makes up for in the fact that the detail stretches on and on without loading screens to partition it. Letterboxes, street lights, etc are destructible, and you can have a ton of cars on the road at once.
Batman and AC may be open world too, to a degree, but because you move through them much more slowly, the streaming and object draw is much less demanding. NFS also does above PS360 textures, draws more reflections than those consoles, and at a smoother framerate too boot.
The effects that the Conduit games pulled off all at the same time, (normal mapping, depth of field, bloom, water simulation, texture projection, detail mapping on almost every surface) and Jett Rocket, (high resolution multitexturing effects on most surfaces, dynamic global lighting, heat distortion, all at 60fps) were significantly more demanding than any Wii games from its first two years on the market, even Mario Galaxy.