Goodnightmoon said:
DonFerrari said:
Goodnightmoon said:
There is an important update from Digital Foundry, the game is not 640x720p UPDATE 14/12/15 5:20pm: After spending more time with the game, we wanted to clarify the issue of rendering resolution in Fast Racing Neo. While results as low as 640x720 are possible, and evident in many of our examples, it doesn't tell the whole story. The game operates at 1280x720 with a re-projection technique not completely unlike that of Killzone Shadow Fall's multiplayer mode. Here, though, the re-projection technique is most effective on edges composed against areas with proper depth buffer information. As the skybox used in the game lacks any z-buffer entries, polygon edges contrasted against this area of the screen cannot be effectively reconstructed. It is this type of scenario that produces lower resolution results evident in some of the screen captures. Basically, the apparent resolution of an edge depends on where it falls within the image. Edges of geometry placed against other objects within the world can actually appear to operate with a width of 1280. Yet, when contrasted against the skybox, these edges lose information and instead appear to operate with half the pixels. The end result is sharper image quality than 640x720 could allow but not quite as clean as a native 1280x720 either. It's good middle ground for the game that makes the smooth frame-rate possible.
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So many cry raging on the solution used for Killzone, but here it helped in a way to improve a WiiU game... very good thing in the end right?
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I always agree with any kind of trade off that is used to mantain a good performance.
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Same here. For a racing game, especially one that moves this Fast (Badum tssss) 60fps is paramount in my opinion.
Whether it be Nintendo, 343i, Naughty Dog, or Shin'en, I'm always happy to see a dev prioritize performance over eye candy. I mean, I like eye candy as much the next guy, but I'd prefer it not come at the expense of the framerate.