- Učlanjen(a)
- 26.05.2006
- Poruke
- 6,153
- Poena
- 510
Rezolucija u igrama na konzolama ne predstavlja nikakav problem jer su tu igre napravljene skroz optimizovane za ono sto konzola moze da pruzi.
LOOOL, nhf
http://www.benchmark.rs/forum/showpost.php?p=1869167&postcount=52
Pixeli nisu paradajz i krompir, pa da, iako se "zovu isto(pixel)", drugi bude "kvalitetniji" lol.
Poredjenja radi uzmes naslov koji postoji i na i pc-u i na ps3. Stavis 2 ista full hd televizora jedan do drugog, i na oba pustis istu igru jednu sa pc-a u rezoluciji 1280x720 a drugu preko ps3. Sta mislis gde ce bolje izgledati igra?
Posto su u pitanju multiplatform igre, jedino zbog cega moze na PC-u, na istoj rezi, da izgleda bolje je napucani AA i AF. Inace, modeli, osvetljenje, sve ostalo, je maltene identicno u 99% igara.
Npr.:
http://www.eurogamer.net/articles/far-cry-2-triple-format-face-off-article
The PC game is obviously the master version, possessing the highest-quality lighting options, superior anti-aliasing and tweakables covering many aspects of the environment, such as the vegetation, shading, texture quality and ambient effects. Both Xbox 360 and PS3 versions of the game have all of their variables hard-locked, so it's difficult to tell exactly what has been pared down, but it's fairly obvious that texture quality has taken quite a hit (that said, it's only really noticeable close-up and on ground textures). Water, shadowing and environmental effects have been dialled back significantly, but during the course of the action, such window-dressing is hardly essential to the gameplay.
The overall impression is that the console versions are doing a supremely impressive job of emulating the superior PC visuals. Nothing is missing in terms of actual environmental objects; the African wilderness has been left unmolested in its transition to console. Even on measurable, repeatable instances of pop-in, both PS3 and 360 worked in the same way as the PC code.
However, there are some minor gripes. You can't have failed to notice the poor shadows in the 360 code. Dunia is using the NVIDIA hardware PCF technique (percentage close filtering - Google 'NVIDA PCF' for arguing-the-toss purposes) to merge its shadows with the environment - no problem for PC and PS3, but PCF isn't implemented on the ATI Xenos chip. Rather than try another solution that produces a similar look, Ubisoft simply turned off transparencies on shadow edges. All shadow edges. Instead, there's an interlace/screen-door style effect that looks a lot worse than the PS3 or PC versions and is by far the biggest blemish on the Xbox 360 game's copybook.
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