Man.... I'm not buying it again for the PC, I don't care how much extra content there is.
Nice found though... I'll probably fold and buy it when its sub £15![]()
Didn't some hexite say this game could never work on the PC?
What are the chances it will run really badly with it being a console port?
Its the Unreal Engine. It uses a compiler for the system its running on.
It will run as well on the PC as it will on the 360, probably better. Heck, its not a huge technical challenge to port it to the PS3, its a matter of clicks for the most part now the engine itself is running.
If you have any questions about it, ask away. I work with the Unreal engine daily![]()
Thats a big question with many technical reasons behind it. I'm really not in the best position to answer it (I mainly deal with the engines themselves, using them, cross-platform stuff, 3D content creation and management, in-game assets, ect...more the design side of things) so you would need a programmer or hardware engineer to get things spot on. Also the reasons differ based on architecture (ATI vs nVidia for example)
However: A very simplified version of a game scene being rendered is
1) BSP & Mesh calculation (google it if unsure)
2) Collision (if needed - again, engine dependent)
3) Texturing / Lighting / Shading / GPU stuff
The only real time to apply AA is once the scene is fully rendered. Doing it at any time before would miss objects and textures out. Its then FAR more expensive to have to render these separately and try to include them in the scene (I can't begin to explain the almost impossible technical reasons behind this).
So following me? We can't do the AA at any time before the full scene is completedThis is why its "outside" the main rendering.
There are a number of different ways we can then do AA. Super Sampling for example will render the scene at a higher res, and down-sample the needed parts (or all of it, if needed) and replace the pixels on an individual basis.
As for the 360 - It has a dedicated chip for AA, with 10meg of eDRAM IIRC. This is actually separate to the main rendering GPU, although I would assume they can communicate directly.
eDRAM is (was?) expensive. More so than normal DRAM. Not only that, the amount you need varies with resolution. Higher res = more RAM needed, with everyone running different resolutions, it makes it very hard to know what to put on a card.
Also, with the fast turn-over of today's graphics card, it makes much more sense to just build the logic (or as much as it as possible) directly into the GPU itself.
Again, I am no programmer and this is going into the area of rendering that's over my head. If you want to get _really_ complicated, remember that there are several ways of rendering a scene too (the 360 uses tile based IIRC)
And as for the "Chuck" patch, its just down to rendering again.
You (can) render things differently with AA on, most PC rendering certainly does. With HDR & AA, you need to start swapping things into buffers, before/ or / and after processing - which is never the fastest thing in the world.
I don't really want to say much more in fear of making a royal ball's up of what I say, but I hope that at least gets the idea across.
Really looking forward to this - whether its changed from the 360 version much or not - just looks a decent game to try out. Been looking over at the previews etc on various sites (Bit-Tech, IGN etc) and it does look decent...
Glad that Bioshock and UT3 Demo have run relatively well on my setup, as it seems the Unreal engine seems to to be fairly efficent, even at 1920x1200. May have to give this a prorder now
JP
I'll definitely be getting this. I've never played it before, but it looks so good.
I'll get this, but I can't see it having the same experience as on the 360. The control system for it on the 360 was pretty spot on and I usually hate playing shooters with a game pad.
Well thanks for having a go, I appreciate itI already understood what you said, but that is the same for all modern games - it doesn't explain why normal AA methods can't be applied to the UE3 render process, when they can for other engines. These days AA is done through shaders anyway.
... Don't care if it has AA or not, really don't care if it doesn't play to the exact same control system as the 360 game(!) as long as its fun and is a good old blast then I'm happy. I'm buying.
What we share with everyone is glum, and dark...
Wicked, so many games to look forward to in nov!
¯\_(ツ)_/¯
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