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TacticalElefant

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#1 TacticalElefant
Member since 2007 • 900 Posts
Reason for higher scores on the console versions of R6:V:

1. PC version is a straight up port of the 360 version that is terribly unoptimized.
2. PC version lacks substantial scaling options. Only options are shadow and lighting quality and screen resolution.
3. PC version has no native widescreen support whatsoever. Of course 3rd party mods have fixed that (doesn't work for the MP though!)
4. PC version has no persistence online charactar creation. It's straight up multiplayer with none of the ranking elements that allow you to consistenly gain better weapons and armor, which IMHO is the biggest problem with the PC version of Vegas.
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TacticalElefant

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#2 TacticalElefant
Member since 2007 • 900 Posts
BUnch of whiney babies.
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TacticalElefant

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#3 TacticalElefant
Member since 2007 • 900 Posts
For the love of freaking God, they better know how to use the TEV to their advantage.
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TacticalElefant

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#4 TacticalElefant
Member since 2007 • 900 Posts

boo hoo.

try £40, that's nearer $80

uk gets ripped off the most.

pimp_jim


The UK being an island doesn't help with shipping costs :lol:

Sorry, I love you Brits, but I just had to haha.
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TacticalElefant

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#5 TacticalElefant
Member since 2007 • 900 Posts
Before any developer delves into an online FPS for Wii, they need to perfect their programming skills for the system, that way they are up to par with next gen titles. That means graphics that are decent and push the Wii graphically. Lots of CPU dependent orchestration like physics, both ragdoll and structured physics systems. Perfecting the control schemes is on the top of the list too.

Basically all this stuff needs to be done then move to the online components last:

Graphics (LEARN TO USE THE F****** T.E.V. UNIT(S) YOU LAZY DEVELOPERS!)
Large scale advanced Physics/Orchestration systems (CoD3 and Red Steel proved this quite easy-thanks to Ageia and their great PhysX middleware!)
Controls (Far Cry: Vengence almost has perfect controls(albeit the zoom in control), despite being a very flawed game in every other area of course)

OK once those things are done, THEN add the online play, because if you screw up those things previously mentioned, the online component will be futile as other crucial parts of the game will suck. So get everything right, or it'll be nothing but crap.
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TacticalElefant

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#6 TacticalElefant
Member since 2007 • 900 Posts
It's been opened and played, so technically it's not "new" any more, it's "pre-played" hence you can't return it for full refund. It may irk you a bit but you know the risk of such and you accepted it when you picked the game up. Your local GS though might be nice enough to take it back though, sometimes they will out of the grace of their hearts, especially if you're a particularly good customer for them, then they might give you some special treatment.
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TacticalElefant

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#7 TacticalElefant
Member since 2007 • 900 Posts
You could go all out and get either a 7800 AGP or even better (and more expensive) an ATi X1950 AGP.
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#8 TacticalElefant
Member since 2007 • 900 Posts

The first game to exhibit ragdoll physics was the Jurassic Park licensed game Jurassic Park: Trespasser, which received very polar opinions, most were negative. The game had a large number of bugs but was remembered for being a pioneer in video-game physics engines.

-Wiki

ArcticSnake


That game DID have static physics, but as far as ragdoll physics go, I don't think it had those. Not all games with physics technology exploit ragdoll physics. Example being Call of Duty 1. It's got some Havok for grenade throwing and what not, but no ragdoll whatsoever.
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#9 TacticalElefant
Member since 2007 • 900 Posts

MP3C and Super Mario Galaxy are shaping up to be the games that show off how capable the Wii really is. Couldn't tell from the screens, but I hope MP3 also comes equiped with full dynamic shadowing and lighting. It's obviously got lots of bumpmapping and emboss mapping. Maybe some normal maps as well? *Whistle* Whew, it looks pretty, and it seems to play just as well. A match made in videogame heaven! Anyone know if they are using a physics engine this time? Realistic grapple mechanics would need some nice Havok or Ageia physics if the grappling let you pick up objects and throw them a la HL2's gravity gun. LOL speaking of, their have been some really cool HL2 mods letting you use the Wiimote with the game that are awesome, so why not put HL2 on the Wii? Especially with a CPU that's more than 50% more powerful than the Xbox's and a good deal better GPU and more RAM, the game would run quite decently on the Wii.

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TacticalElefant

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#10 TacticalElefant
Member since 2007 • 900 Posts
I guess in this day and age, we got to worry about overheating in all the parts, not just mainly the CPU and GPU. Although desktop computer RAM modules, especially high speed performance DDR2 ones, have heatsinks built onto them, like my DDR2 1066 :D. But even still the 360's GDDR3 SRAM runs at a blazing clock speed of 700 MHz (1400 MHz effective). T'would need the cooling.