curl-6 said:
Even if we discount 3D World's framerate advantage, R&C still runs at a lower resolution and muddier textures. |
Whatever you say, Curl.
curl-6 said:
Even if we discount 3D World's framerate advantage, R&C still runs at a lower resolution and muddier textures. |
Whatever you say, Curl.
Guys can we back right up off each other please?
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Dgc1808 said:
You don't. This setting is for larger triple monitor setups. 3 sizable 4k monitors for the dudes that have the money to do it. |
So they are using 12k like this?
4k still seem like overkill for an 18 inch monitor

Don't copy random editorials.
Hynad said:
If SM3DW couldn't remain at 60fps at all time with so little on screen, no matter how pretty it looks, there'd be a problem. |
https://www.youtube.com/watch?v=4l2n0nYCypI
Yep, so little on screen.
Heh. Three 4K monitors is not 12K - it's three monitors running 4K each. Just because the image is super wide, doesn't make it any higher resolution than 2160p (4K). Regardless, it's still impressive that the game supports up to three monitors at 4K. Should be a sight to behold (if I had the cash).
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SpokenTruth said:
Remind me again how many players A Crack In Time is again and how many screens it's being renderd on? |
Ha ha ha. You clearly don't understand how the Wii U works.
Wii U games are rendered once. What is displayed on the Gamepad screen is a video streamed by the console. ^_-
Samus Aran said:
https://www.youtube.com/watch?v=4l2n0nYCypI Yep, so little on screen. |
Glad we agree on something for a change.
SpokenTruth said:
Ha ha ha. Resolution isn't the same. That still requires some processing. More so, what of games that do display seperate video? |
How much power does it take to stream a video in 480p? That's the resolution used in very early plasma sets and the Gamepad, making the whole "Ha ha ha. Resolution isn't the same" an even more insignificant anecdote as it requires very little power; the second display does not require real-time rendering, it merely mirrors effects and visuals already rendered on the main display by dedicated processing.
Besides; two screens or no is irrelevant when the discussion revolved around absolute visual quality and not visual quality compared to output tasks and number of displays (which, as mentioned above, would steal very little power at any rate).
SpokenTruth said:
That's still an extra 409,920 pixels to account for. If main video is rendering at 720p, that's 921,600 pixels to start. A streamed duplicate must still downconverted to the Gamepad's resolution. That does take processing cycles. And that doesn't address the second half of my post. What of games that do display seperate video? |
What of those games? Have you ever pressed the pause button in a game? Menus are loaded at all time to be ready in case you press pause. Those games you mention have maps, menus and whatever else could be useful at the moment displayed on the Gamepad screen. That's not an intensive use of processing power by any means. xD
I'm sure if you take the time to notice how the two screens work together, for example how in some games the main screen action is basically paused while you're doing your thing on the Gamepad screen, and other similar method, your idea about the Wii U's processing power will come back down to a more reasonable level.
I'm still not sold with this game. I'm more of a GT fan. PS, I'll have the witcher 3 and Wolfenstein: The old blood to keep me occupied in may.
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