tytrzsfgterwter's forum posts

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tytrzsfgterwter

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#2 tytrzsfgterwter
Member since 2009 • 25 Posts

crysis/ut3/gears of war on my pc look fine without anti aliasing/max 1280x1024.

plus using anti aliasing is a good way to kill a video card, using anti aliasing will make ur video card run hotter it puts more stress on the gpu.

my 8800 gt runs hot enough, plus it's not even worth it visual quality.

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tytrzsfgterwter

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#3 tytrzsfgterwter
Member since 2009 • 25 Posts

Well, in either case, the fact of the matter is neither HD console can truly render 720p with 4X MSAA and 8xAF consistenltly, while maintaining a framerate above 30. Next generation, we should expect nothing less than for Sony and Microsoft to deliver consoles capable of rendering either 1920x1080 pixels with no AA (it's incredibly high resolution that you wouldn't notice the jaggies from a standard viewing distance), otherwise rendering native 720p and full post-processing effects (Full MSAA, Full AF, Full HDR, Soft Shadows). We already see this with Killzone 2, running at a native 720p with an insane amount of post-processing, and subtle AA (I believe it's 2XMSAA, not sure).Brainhunter

gears of war has soft shadows so does ut3 on ps3/360.

but who cares about anti aliasing? anisotropic filtering is pretty good, for some games other games dont need it as much.

i have a 8800 gt and i just set my games on max 1280x1024 no anti aliasing sometimes even no af.

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tytrzsfgterwter

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#6 tytrzsfgterwter
Member since 2009 • 25 Posts

If a dev's making pc game, he has to worry about making the graphics too good, for most peoples pc only few people run it, killing game sales.

even john carmack said 360 development is easier than pc.

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tytrzsfgterwter

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#7 tytrzsfgterwter
Member since 2009 • 25 Posts

So many usermade maps/mods for pc run like crap, because the person who made the map, it might of ran good on their pc, but everyone has different hardware not everyone has same power hardware.

pc dev's have to optimise and make sure their games run good on many different video cards and processors.

dev's are just getting lazy reason moving to console, because it's much easier to make/optimize for a single platform.

tytrzsfgterwter

i knew i spelt optimize wrong lol i always get mixed up lol.

but it's true, console development is less hassle/optimization needed.

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tytrzsfgterwter

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#8 tytrzsfgterwter
Member since 2009 • 25 Posts

So many usermade maps/mods for pc run like crap, because the person who made the map, it might of ran good on their pc, but everyone has different hardware not everyone has same power hardware.

pc dev's have to optimise and make sure their games run good on many different video cards and processors.

dev's are just getting lazy reason moving to console, because it's much easier to make/optimize for a single platform.

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#9 tytrzsfgterwter
Member since 2009 • 25 Posts

This proves that console development is more difficult in general comparing to PC games development . The PS3 is a pain in the ass, this is a well known fact for most game devs. kingfire11

pc development is much harder than console, because you have to target many different types of hardware/optimise.

while console you only building for one piece of hardware.

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tytrzsfgterwter

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#10 tytrzsfgterwter
Member since 2009 • 25 Posts

instead of running physics on xbox360's cpu, dev's could be running it on the edram or the gpu.

one little change in a map can effect performance with unified memory redfaction devs said, they never said samething for ps3.

obviously they are hard in their own way.

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