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MNicholas

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CRank: 5Score: 28400

are surprised.

It a result of the well known trade-off between polygonal detail and pixel detail faced by all 360 developers. Apparently these developers chose polygonal detail.

5926d ago 2 agree1 disagreeView comment

Never mind the technical shortcomings of the 360 and Natal, the implementation of Natal on a game like Heavy Rain (or any true 3D game, really) brings up a range of challenges.

How would you walk forward and to the left?

Stand in one place and lift your legs as if you're doing aerobics while leaning to the left?

How about running?

Would you have to run in place like those joggers you see at stop lights?

In other words, how could...

5927d ago 4 agree0 disagreeView comment

Perhaps from an artistic stand point but, from a technical standpoint, it's never been impressive.

5929d ago 0 agree0 disagreeView comment

Environment Geometry: Killzone 2
Particles & Effects: Killzone 2
Lighting: Killzone 2
Shadows: Killzone 2
Character Geometry: Killzone 2
Motion Blur: Killzone 2
Resolution: Crysis 2 (based on the bullshots in the comparison)

5930d ago 8 agree5 disagreeView comment

So how do articles like this get approved?

5930d ago 2 agree0 disagreeView comment

Why isn't he giving actual numbers?

5931d ago 3 agree1 disagreeView comment

is a serious limiting factor when games are as data heavy as FFXIII.

They designed it to limit the number of times you have to swap discs.

5931d ago 2 agree2 disagreeView comment

by being controversial.

Oldest trick in the book. Seems like it worked.

5932d ago 2 agree2 disagreeView comment

Motion controllers are very difficult to get right.

Who can forget the embarrassing "Bam" Natal demo:

http://www.youtube.com/watc...

Even with an entire SPU dedicated to Move processing there are simply so many variables that I have to reserve judgement until I try it out myself.

5933d ago 1 agree0 disagreeView comment

but the real world latency that kills any suggestion that OnLive will challenge any of the consoles.

Even low resolution video from Youtube, by far the most powerful streaming platform on the planet, can sometimes take forever to load or randomly stops loading.

It's foolish to think that OnLive HD streaming will outperform youtube.

5933d ago 3 agree0 disagreeView comment

use FFXIII and Forza 3 as examples of how 360 is the "most powerful platform."

Let's compare with the PS3:

FFXIII: PS3 version runs at 56% higher resolution with more advanced visuals

Forza 3: PS3 equivalent (GT5P) runs at 50% higher resolution with more advanced visuals

More than 4 years out and the 360 still doesn't have a game that can rival the Uncharted 1.

With Killzone 2, Uncharted 2, GT5P, God of War 3, FFXIII,...

5933d ago 1 agree0 disagreeView comment

without providing rationale.

If on a platform that's widely acknowledged by all to be easy to max out yet it's rendering at a lower resolution and, in addition, making further cutbacks on shaders for alpha testing to the simpler alpha to coverage then it's clearly shader limited.

When you're porting, you don't cut back something unless you're up against a technical problem.

When porting to the PS3 from the 360, it's a real pain because the PS3's archit...

5941d ago 5 agree0 disagreeView comment

A dumb twitchy shoot-em-up like Halo or Gears get's top scores but a deeply involved RPG get's 5?

Game reviews are continue to be dominated by boorish adolescents with the attention span of a gnat.

5941d ago 5 agree1 disagreeView comment

The 360, in addition to plenty of EDRAM bandwidth, has slightly more available RAM yet the fact that Square Enix, Turn10, and Dice couldn't afford to utilize shader cycles for alpha testing speaks directly about the available computational power.

5941d ago 1 agree1 disagreeView comment

that the PS3 is rendering 720P while the 360 is rendering 576P?

That's means it's rendering more than 50% more pixels in each frame.

So the 360 is not only rendering 2/3 the pixels per frame but also relying on alpha to coverage. Clearly they couldn't even squeeze alpha testing shaders on the 360's GPU.

DF claims that the alpha to coverage issues in the PS3 version could, theoretically, have been avoided in the 360 due to the EDRAM bandwidth but actual ...

5941d ago 2 agree0 disagreeView comment

Now he's whining.

These Dreamcast/Xbox/HD-DVD player fans are all the same.

Here's the reality:

Sony didn't "loose it's way" as much as Japan lost it's manufacturing advantage. Samsung and similar companies were able to produce high quality products at much lower prices just as Toyota, Honda and Nissan did to Ford, GM and Chrysler, and now Hyundai etc are doing to Toyota, Honda and Nissan.

The smart companies find ways around this...

5942d ago 3 agree0 disagreeView comment

The Cell is a beast.

Supports what I've been saying all along.

The Cell provides the highest performance/dollar both in terms of aquisition costs as well as operating costs.

5943d ago 2 agree0 disagreeView comment

The Cell is a beast.

5943d ago 2 agree0 disagreeView comment

that this technique, of using the Cell for MLAA, provided the Saboteur the equivalent of 16xAA.

5943d ago 5 agree1 disagreeView comment

The armor was designed for geometric simplicity and always has. Because of the 360's unified shaders, by lowering polygon counts they can use more hardware resources for pixel shaders.

Sadly, from what we've seen, even that aspect is not particularly impressive.

Metro2033, for example, blows away Halo Reach.

5945d ago 0 agree1 disagreeView comment