British Empire settings are criminally underused in games. Watch the recent Sherlock Holmes film for how good a 19th century London game could be....
I believe we will see them in 18 months - 2 years. PS3 is still relatively expensive. I do not see sony launching first.
Feels like it has been so long since GTA4, 3 years in fact. The longest gap between home console GTA games has never been more than 3.5 years, even when the series jumped to the present generation.
It is a surprise to me then that if GTA5 does not come until early 2012 it will have been nearly 4 years since GTA4. I honestly hope that this extended development time hints at a significant jump in the scope of the environment and the size of Rockstar's ambitions.
...
Larrabee is dead for consumer graphics. It is now just a development project and not a consumer product, so yeah, its dead even if the concept still survives, although that concept has been around since the stone age. It isn't anything new or revolutionary. In fact it would just return us to an age where developers built their own software renderers that was slowly abandoned over time for hardware polygons and then pixel shading.
Whatever generation intel attempt to bring...
There is nothing to disagree with. You are attempting to disagree for nothing but argument's sake and not doing a very good job of that either. You are merely disagreeing with the facts, the facts that these APIs have evolved over time in logical and progressive iterations. This was inevitable whichever way you look at it or dress it up. Simple concept, obviously eluding you. That was the only major point i was making. I have no interest in any other waffle here you care to post. It is ve...
Evolution, not revolution. You don't grasp this idea very well Ju. It is not about one machine evolving into another, but a combination of technologies and knowledge advancing the overall technical sphere. I'll take your own example Ju to illustrate my well made point.
The internal combustion engine only exists thanks to the materials and methods that evolved and improved over centuries alongside the fundamental knowledge of the physics that allows it to function. The...
Individual settings would be nice. Sorry when i mean nice, i mean SHOULD BE MANDATORY IN ANY PC GAME. Especially the ones that claim they are proper Pc games and not just ports....Gives better user balanced performance and image quality- i want to also control the level and type of AA inside the game menu, not in a configuration file.
SORT IT OUT CRYTEK.
Bandwidth is very much a performance bottleneck. RSX is very inefficient because it has insufficient bandwidth to operate optimally, by having only a 128bit bus it also only has 8 ROPs, half that of a 7800GTX. As a result, RSX isn't even as fast as a 7800GTX overall despite higher core clocks and nvidia have admitted as much. RSX and thus PS3 is extremely impaired when it comes to MSAA, or alpha textures. You can see this in nearly every multi platform title out there.
Yo...
@ imvix
Yeah- You can have two chips with identical THEORETICAL figures but different architectural designs. If one chip's architecture makes it easier to achieve closer to maximum theoretical then of course it will be faster more of the time! A new generation is as much about reducing architectural bottlenecks as it is adding more transistors.
GTX580 is probably just slightly shy 10x raw performance of RSX, but in reality it'll probably be more than ...
Sorry Troy but you have wrong figures. RSX does not share figures with a 7800GTX. It can be fairly difficult to compare because numbers across many generations of architectures depend on other figures and efficiency of the architecture itself.
However just looking at pixel fillrates and memory bandwidth of a GTX580- its at least 8 times faster than RSX in PS3.
Pixel fillrate (no AA)
RSX- 4.4GP/s
GTX 580: 37GP/s
GTX580...
+ 100000000000000000000000000000 000000000000000000000000000000 0 000000000000000000000000000000 0 000000000000000000000000000000 0 000000000000000000000000000000 0 000000000000000000000000000000 0 00000000000000000000000000
Only the very worst conversions are particularly noticeable. The difference between the consoles is usually so small it is quite pathetic to spend hours and hours poring over them and arguing.
Even running side by side most people would n...
"You evidently didn't read the title. You asked why this thread will focus on console graphics... READ THE TITLE"
Umm im sorry Mysticstrummer but the title was edited and changed after his first post so you don't really need to be arguing over that coming in so late you look kinda silly... I see your first post here was only half an hour ago. You might wanna just be careful about that in future before ranting.
Me toooo. They make me feel all warm and fuzzy inside as a PC gamer lol :-)
I do not believe it looks better than the first game. The image quality is horrendous in any setting, the horrible AA method. Crysis and warhead are beautiful crisp looking titles with vivid colours and horizons. This just looks like someone smeared vaseline all over the screen with perma fog vistas.
Yuck.
Software would be great but its too slow, right now anyway. Larrabee was the concept that could have changed all that, but in a world not ready for software based rendering in games Larrabee died before it even got off the ground. Maybe in the future it will finally make a return but not for a while.
You can do anything you feel in a software renderer in theory- much like CGI movies. However this is still the games industry, if you can't render 30 of those frames in a sec...
I think if you look at Gran Turismo 5 replays or photo mode, you can see how much shader quality improvements do for a game. The game looks good in gameplay but a few effects let it down like shadows and a couple other shader based effects/lighting.
However as soon as you see the replays or have the game in photo mode, a whole bunch of additional post processing are applied to the same poly models and environments as the game no longer needs to render fast.
T...
Toy story 1 only actually had about 5 million polygons per frame on average. Crysis can do around 3.5 million at peak, although average is around 2 million.
You certainly do not need billions of polygons to make photo realistic graphics, only a few more million than what we have in games now with further advanced pixel shaders would be enough.
Look at how PC seems to be sharing identical geometry to the console versions. See the angular hand dryers with flat edges and not gradual side curves even on the PC version. Crying out loud. Stupid console ports.
PC should be knocking out a berserkload more polygons than either console. Crap anti aliasing solution for PC as well. Horrible feathered edges on everything. The first game has far superior image quality.
Crytek have a lot of explaining to do but have been keeping very quiet since we have seen the Pc and PS3 versions....
Explain why you hyped this so much for PS3 when it is clearly an inferior version? It would not have nearly been as bad if you had just kept your mouths shut.
Explain why the PC version has just a handful of settings, barely looks better than the console versions and supposedly has only DX9 render path on launch? Why does the original title on...
Single player looks considerably better on Crysis 2 than multiplayer. This may also be attributed to the fact Crytek dealt with the SP, whereas Free Radical dealt solely with the multi aspect...
The disparity will be fairly obvious when you get the full game to play next week. The multiplayer maps do not represent the game in its best visual light.