Lol yea it says Bluray disc because it's a video of PC gameplay playing on a PS3 just like a Bluray movie does...
Don't you see the transitions in the video? It's an edited video with fade to whites and so on...It cuts to different levels within seconds, no loading. Just pointing out the facts, promise.
It was 1,152x720 (Almost 720P, 1,280x720). Means you are losing out on 92,160 pixels. Sounds like alot, 1,280x720 is 921,600 pixels which means Reach Beta was running at, interestingly, 90% of what 720P is (829,440).
For reference, Halo 3 ran at 640P (1,152x640) which is 737,280 which is 80% of 720P pixel count. Also Halo 3 had no AA, Reach beta appears to have 2xor4xMSAA. Peeps over at the beyond3d forums are split since last time I checked.
All Call of Duti...
Based on the player aiming, it looks like a mouse so I would assume PC. You will notice times when the character turns, but then stops for a moment, and then starts turning again on long turns. That's them running out of mouse space and picking up the mouse and moving it over. It's actually easy to tell. I guess it's possibly it's the PS3 if it supports a mouse. But it's Valve, I would think they would show the PC version since its their main platform.
FOV doesn't have anything to do with where you sit. FOV is how many degrees your point of view can see in the game. Smaller FOVs are actually are easier to render because you render less due to less being able to be seen on the sides. Also, resolution is completely independent of FOV, if it wasn't games like GT5 or MGS4 would be screwed because they used stretched, FOV modified non 16:9 resolutions to scale to a 16:9 image and maintain a proper FOV once stretched.
@raztad
There is a HUGE difference between rotational speed (what games call sensitivity), and responsive controls!!! (repsonse means when you press a button, how long does it take on screen for the action to start taking action, NOT how fast the action is, like turning)
Another analogy:
controller sensitivity = how fast you can spin your character (example: 180 degree per second)
Controller response - How much time between a...
Wasting my last bubble but man:
Seriously? Graphics affect you that much? Hope you got the PC version and not the PS2, At least you could bump the res to 1080 or higher with insane AA and AF. Just saying, graphics aren't everything, they help....Hell, download the mods for Deus Ex that enable graphics enhancements, I think there is some DX10 or maybe even DX11 mod or something, I can't remember which.
I HIGHLY recommend playing the first. It's gonna be a little more complex in the UI and the things you can modify and keep track of, and also look quite dated, but the gameplay is solid and your character really grows and the story is superb. I am willing to say it's the best story for it's depth and real-life issues and questions and discussions and the choices you can make to affect the story. So much depth!
Ok, that is alot better looking than some of the earlier shots I have seen. Even has realtime reflection in the water puddle of the peace officer's legs and also on the shiny floor in the lab with the scientist. Dynamic world shadows and SSAO too. That's pretty damn good for a multiplat.
Atmosphere looks alot closer to the first one (Which I consider one of the best games of ALL time). Second one was just not done very well at all. I sure hope this sticks to the first...
You know, people need to realize games aren't perfectly better looking than others. Killzone 2 (and I assume 3) have motion blur on objects as well as camera motion blur. Halo 3/reach only have camera motion blur. KZ wins there. But then you look at HDR. KZ2 (and I assume 3) has NO HDR. It's normal LDR with a bloom+lens flare postprocessing effect. Which means no iris effects or exposure and alot less range of lighting gradients resulting in more washed out image. Halo 3/reach both ha...
Anything can be consistent, be it euphoria or havok. euphoria is a mix of ragdoll physics mixed with "AI" animation. Havok is plain objects physics and limp ragdolls. RDR's non-character physics is handled by the Bullet open source physics engine that's all packaged into there entire game engine, RAGE. The problem is keeping things synced adds more and more bandwidth being needed.
Crackdown and Halo 3 both use havok and keep every single thing insync from ra...
@Forbidden_Darkness
Dude I have seen fanboyism but that's on the verge of creepy cult talk right there.
Kinda freaky, just sayin.
Lol space marines? Someone hasn't even played gears....quit trolling. He is referring to the uncanny valley feeling they give off. Look it up instead of looking like a fool.
Why is this getting agrees? Its trolling and has nothing to due with the article. I wish this community would shape the hell up. So few comments are worth reading.
I agree. You get buried no matter what. Say a good thing about PS3, get a bubble but get down voted by 360 fanboys, say good thing about 360, get eating alive by PS3 fanboys. Say a bad thing about PS3 or 360 (And when I say something good or bad, I mean facts, people spreading lies or their ignorance on facts deserve to be down voted) and get down voted as being a hater even if the con/criticism is true.
I like talking about RROD or lag time caused by engines with graphics to...
@vulcanproject
Both the consoles support Physx buy running it on their CPU, meaning in software which is slower. Nvidia cards 8 series and higher support Physx in hardware meaning it runs on the GPU which is much, much faster.
What STK026 said was the nvidia GPU in the PS3 (The RSX for those who know nothing but PR names) didn't support Physx, which is true. The RSX is a series 7 nvidia GPU. But both the 360 and PS3 run Physx through the CPU, not GPU.
"Motorstorm runs 720p in 30fps, possibly renders above (if something is locked at 30fps and never dips it suggests there is headroom above which we don't see). Motorstorm II runs splitscreen, though. What that means is, it can render two perspectives already. Just overlay them and you get 3D."
Then the overlay (if the split screen was horizontally split) would be a non 16:9 resolution of 1280x360.
JustTheFactsMr,
You need to check your math...
720P=1280x720
1280x720=921,600 pixels
921,600x30(FPS)= 27,648,000 pixels per second.
27,648,000x2 (have to render twice, basically 3D is like doubling the frame rate but still only getting the original framerate)
=55,296,000 pixels per second
So now 1080P@60FPS
1920x1080= 2,073,600
2,073,600x60(f...
Actually looks like the 360 has object motion blur.
http://www.videogameszone.d...
Trroy, when you say the Cell would beat a Core i7 at simulation/gaming, that's quite a generalization. Gaming contains a vast array of different calculations. A more accurate statement would be that the Cell would be faster in certain types of calculations done in gaming while lose to others.
I am wondering about the whole 360 can't do 3D due to HDMI bandwith 1.2 spec. Can 1.2 spec do 3D at 720P? If HDMI 1.2 spec can do 1080P non-3D which is more than double 720P pixel count (720P=921,600pixels vs 1080P=2,073,600). That should mean 1.2 spec can handle 720P 3D, just not 1080P 3D. 720P 3D is double the pixel count of 720P vanilla (921,600 x 2 = 1,843,200), still under the pixel count of 1080P vanilla which 1.2 can handle.
Hell I should just google this....N4G co...