FJ-Warez said: TheBigFatJ said: fazz said: TheBigFatJ said:
Further, higher resolution does not imply 'lower draw distance' or 'fewer polygons'. |
Actually, it does. Did anyone bother on checking the link that GranTurismo posted? Those screens are native 1920x1080. |
Then the converse is true as well -- lower resolution implies longer draw distances. Ego, Wii games have the longest draw distance of this generation. Do you see the problem with the logic here? Rendering engines aren't that simple. If you're not running into a bottleneck, you don't have to make a tradeoff. Chances are, the bottleneck they ran into here was with the framebuffer so it is very unlikely that they were trading resolution for draw distances. As you no doubt know (since it's common knowledge), the 360 has a built in hardware scaler and scales the rendered resolution to targets as selected by the user. Two of those targets are 1920x1080. It says little about the native resolution of the game and I think the beyond forums have pretty solid evidence as to the resolution being rendered. |
Is not a fair comparison and you know that... |
Of course I know that. I'm making a point by showing a fallacy. If we can say 'higher resolution implies lower draw distances' then we can also say 'lower resolution implies higher draw distances' by logic. This is clearly not true, it's not true across consoles, but even more relevantly it's not true across the 360. Of course, it may be part of a tradeoff (as I've stated several times before), but, then again, it may not. You may be decreasing or increasing the resolution irrespective to draw distance and you may or may not even be limited by fillrate. Your draw distance could be restricted by your CPU time available, for example.
Higher resolution does not imply lower draw distances. It doesn't. While you may be able to tradeoff draw distances and resolution in some situations, it does not apply to all situations and that is exactly my point.
And my point is that this particular situation is much more likely due to framebuffer size limitations than fillrate.