@Pedro said:
@casharmy said:
They DID defiantly say what it is!
It's clearly spelled out in their report if you bothered to read it and multiply people have spelled out exactly what that break down means here in this thread. The only question they ask is what resolution the final game will have since Remedy "claim" that it's 1080p.
Digital Foundry are the one's who broke the story on Alan Wakes sub HD resolution on 360 when Remedy was still claiming 720p and only when pressed with answering that question did they fess up about the actual resolution...that's all that left to be done here.
Remedy and MS pulled a smoke and mirrors move with the xbox one version of the game by switching out the x1 version for a maxed out PC version in all media showings somewhere between the original announcement and now before anyone knew the PC version existed.
To be clear all gameplay for QB has been confirmed to be 720p on xbox one and only the and menu sections produced a 1080p resolution result.
Do you even understand how the rendering tech works? Your statement demonstrates a convenient ignorance or genuine ignorance.
Please STFU and don't try to criticize people based on what they say about a report when have you a complete lack of reading comprehension and don't seem to be able to add 1 and 1 together.
Ignorance doesn't have anything to do with actually being able to READ moron. This report clearly states what the situation is and it's a FACT that the EXACT same thing happened with Alan Wake, so clearly it's you who are the own who is demonstrating the ignorance here.
why don't you stop being a defensive xbot moron, learn to read and then educate yourself before speaking about "ignorance" again.
1. Remedy damage control lies and deception..
Alan Wake runs in 720p, Remedy not happy over recent leaks
Remedy’s confirmed that Alan Wake will run in 720p throughout the thriller, and not 520p as previously thought over the weekend.
Development Manager at the Finnish studio Markus Maki said on its community forums:
“Modern renderers don’t work by rendering everything to a certain final on-screen resolution, but use a combination of techniques and buffers to compose the final detail-rich frames, optimizing to improve the visual experience and game performance. Alan Wake’s renderer on the Xbox360 uses about 50 different intermediate render targets in different resolutions, color depths and anti-alias settings for different purposes.
“These are used for example for cascaded shadow maps from sun & moon, shadow maps from flashlights, flares and street lights, z-prepass, tiled color buffers, light buffers for deferred rendering, vector blur, screen-space ambient occlusion, auto-exposure, HUD, video buffers, menus and so on.
“In the end all are combined to form one 720p image, with all intermediate buffer sizes selected to optimize image quality and GPU performance. All together the render targets take about 80 MB of memory, equivalent in size to over twenty 720p buffers.”
Meanwhile, Remedy managing director Matias Myllrinne expressed his disappointment over the weekend of two videos, from the game that leaked out, where the resolution argument originated from.
“Game journalism is not about playing a game in 10 minute segments,” he tweeted, “and posting random quality videos on the net. Disappointed.”
Alan Wake releases on May 14 in Europe and the UK, with a May 18 release in the US for Xbox 360.
https://www.vg247.com/2010/04/19/alan-wake-runs-in-720p-remedy-not-happy-over-recent-leaks/
2. The truth of what it actually was...
Tech Analysis: Alan Wake
Remedy has responded to online claims that upcoming Xbox 360 exclusive Alan Wake runs with a sub-HD resolution, releasing a statement saying that "modern renderers don't work by rendering everything to a certain final on-screen resolution".
Despite a review version of Alan Wakebeing sent out by Microsoft to the games media with a strict embargo that expires in early May, some websites have run videos and taken screenshots from which pixel counters reckon that the game's native resolution is 960x540. ***This appears to be a somewhat different state of affairs when compared with early Wake footage we took a look at back in August last year, which was definitely a native 720p.***
Initial comments from Remedy expressed dissatisfaction with unauthorised movies, which it said were captured at 960x540, suggesting that they made the game look worse than it actually is. However, it's clear that the resolution analysis was actually performed on shots from German website videogameszone.de and the screens themselves were clearly taken at 720p settings. These shots have now been removed.
...Maki points out that the component parts of the image, including "cascaded shadow maps from sun and moon, shadow maps from flashlights, flares and street lights, z-prepass, tiled color buffers, light buffers for deferred rendering, vector blur, screen-space ambient occlusion, auto-exposure, HUD, video buffers" are all individual elements with their own individual resolutions which are then combined into one 720p image.
So, who is right - Remedy or the pixel counters? Perhaps the most crucial thing is that there is nothing in Maki's carefully worded statement that is at odds with what the pixel counters are saying.Native resolution of the actual framebuffer is never mentioned. That metric is indeed just one element in overall image quality,but it is also one of the most important. Remedy's argument is very similar to the one put forward by Bungie in the wake of Halo 3 being revealed as running at 640p. The bottom line there is that there's little doubt that the Master Chief epic is sub-HD, and would look significantly improved running at native 720p - indeed, the team's own shots confirm that.
Maki is quite right to point out that individual elements of the image operate at their own individual resolutions, but in most cases the opaque geometry usually operates at 720p. Killzone 2 has a 640x360-sized buffer for particles. Conversely, some of the textures on Kratos in God of War III are 2048x2048 in size,but both games are obviously 720p:no-one claims that these games are 360p or 2048p.
Moving on from that, when we select custom resolutions in PC titles, opaque geometry is the key metric being used to define the size of the framebuffer. ***It's the amount of pixels used to create the image: higher-resolution shadowmaps or textures can't change that,*** although they do of course play their own part in overall image quality. Regardless, it's also the case that going lower than 720p usually results in scaling artifacts (most noticeable on high detail and edges) and a blurrier image overall...
http://www.eurogamer.net/articles/digitalfoundry-alanwake-sub-hd-blog-entry
3. FINAL WORD 2 YEARS LATER!
Digital Foundry vs. Alan Wake
American Nightmare and the PC port go under the microscope.
But the ambition of Remedy's tech proved to be rather taxing on the fixed architecture of the Xbox 360 and the developer was seemingly forced to make a range of visual compromises. Despite operating a range of different render targets at multiple resolutions, native resolution on-screen was lowered to 960x544,with the developer deploying 4x multi-sampling anti-aliasing to smooth off the edges (earlier work in progress videos had suggested a 720p, 2x MSAA framebuffer). Performance-saving options such as screen-door inducing "alpha to coverage" and low resolution transparency buffers were implemented too, but even then, the game would often drop frames and introduce screen-tear.
http://www.eurogamer.net/articles/digitalfoundry-vs-alan-wake
This is nothing new, they did the same shit last gen and TRIED to lie about it.
Welcome, now go get a grown up to read and expalin that to you so again you can STFU and run along.
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