EvaUnit02 on 25/10/2008 at 15:47
Why don't a lot of today's engines natively support true AA via their options menu? Eg Stalker's X-Ray Engine supposed uses "fake" AA and with UE3.0 games, I have to force AA via the GPU's control panel.
Ostriig on 25/10/2008 at 16:00
Quote Posted by EvaUnit02
Why don't a lot of today's engines natively support true AA via their options menu? Eg Stalker's X-Ray Engine supposed uses "fake" AA and with UE3.0 games, I have to force AA via the GPU's control panel.
I think the explanation with Unreal 3 was that one of the engine's post-processing effects is technically incompatible with Anti Aliasing methods. I don't know, if you try to force it through the GPU controls for a game like Bioshock or UT 3 does it actually work?
catbarf on 25/10/2008 at 16:19
Quote Posted by Ostriig
I think the explanation with Unreal 3 was that one of the engine's post-processing effects is technically incompatible with Anti Aliasing methods. I don't know, if you try to force it through the GPU controls for a game like Bioshock or UT 3 does it actually work?
It could be that using a certain method for these post-processing effects that prohibits AA is much more efficient than the method that would allow AA. In which case the reasoning would be that increasing your resolution would provide much the same benefit, whereas with the other method having both less-efficient effects and AA would kill your framerate.
Volitions Advocate on 25/10/2008 at 17:00
AA is right in the menu in DS. I just enabled it.
Graphically I think the only thing They could've done better is the use of Detail Textures. Meaning I dont think they used any.
I think this is a fairly new concept in graphics so I'll explain in case anybody doesn't know what I'm talking about.
I know that IN UE3 you can add a 2nd or 3rd 'layer' to the normal map of a texture that is basically just. some nonsensical patter of bumps or scratches or whatever. They use this along with the normal map thats already there to add another level of detail. So where the main normal map has the bumps and protrusions on it, the detail normal map has the imprefections in the surface.. the scratches on metal. or really little bumps on rocks. Its almost like it adds.... texture to the texture. if that makes sense. In any case. I dont think DS does this at all. I can tell whenver I go to the store screen or something where it zooms in to the panel past Issac's head. you can see his head on the side of the screen and really really close up it doesn't really look like anything.
I should just stop posting and playthrough the game and write up my entire review in one post.
EvaUnit02 on 25/10/2008 at 17:11
Quote Posted by Volitions Advocate
I know that IN UE3 you can add a 2nd or 3rd 'layer' to the normal map of a texture that is basically just. some nonsensical patter of bumps or scratches or whatever. They use this along with the normal map thats already there to add another level of detail. So where the main normal map has the bumps and protrusions on it, the detail normal map has the imprefections in the surface.. the scratches on metal. or really little bumps on rocks. Its almost like it adds.... texture to the texture. if that makes sense. In any case. I dont think DS does this at all. I can tell whenver I go to the store screen or something where it zooms in to the panel past Issac's head. you can see his head on the side of the screen and really really close up it doesn't really look like anything.
Streaming these UE3.0 texture layers is quite horrendous on system's that lack HDD caching, ie Xbox 360. Anyone that's played the Xbox version of Mass Effect knows how bad it can be.
swaaye on 25/10/2008 at 22:18
Detail texturing showed up for the first time in 1998 with Unreal. At least that's definitely the first time I noticed it. The bulk of Dead Space's texturing is reminiscent of Xbox 1 era gaming, IMO. Forcing 16x anisotropic filtering helps a lot with horrendous blurring because the game is yet another that apparently doesn't know about such "fancy" options. Can't force AA however, due to some form of deferred rendering, and their menu option for it doesn't appear to do anything tangible.
I'm starting to wonder if my 8800GTX will be good until the next consoles and end up being effectively "high-end" for a half-decade. Between Dead Space and Far Cry 2, the thing is not showing its age at all. I expect Fallout 3 to run smooth as butter too from the looks of the screenshots. Damn consoles limit the whole industry now.
Quote Posted by EvaUnit02
Streaming these UE3.0 texture layers is quite horrendous on system's that lack HDD caching, ie Xbox 360. Anyone that's played the Xbox version of Mass Effect knows how bad it can be.
Yeah I beat the game on 360. It really struggled with that game. Actually, UE3 even visibly streams textures in on PC, but it's
much faster there.
catbarf on 25/10/2008 at 22:57
Well, a friend let me borrow the game so I can play it while I wait for mine to come in.
Very nice gameplay, the problem is the controls. The mouse sensitivity seems to change on the fly- sometimes it's sensitive, sometimes it isn't at all. Would using a controller alleviate this?
Edit: Hey! I got it! I tried turning VSync on in-game, but then I got the lag and my FPS dropped like a rock. But then I disabled VSync, quit the game, and forced VSync using NTune- and now, I have vertical sync at a constant 75FPS, no mouse lag, and the sensitivity is both constant and much higher than it was before!
Volition- I think this might be what Fraps did that fixed your sensitivity issue- doesn't it only record whole frames?
Give it a try, see what happens.
[Carnage] on 25/10/2008 at 23:18
So the idea is enable Vsync? I disabled it cos it lagged my mouse in the menus. And I think the mouse responds in a similar way like mouse acceleration.
Anyway, so far, the game is pretty great. Graphics aside, the atmosphere is pretty top notch.
Also, watching that movie was a nice prequel to the game.
Kaleid on 25/10/2008 at 23:21
Is there a way to edit for more responsive controls? Despite v-sync off it still feels too sluggish and the X and Y-axis seem to have different settings. X is more sensitive while Y is slower.
Mass effect had better controls..
catbarf on 25/10/2008 at 23:36
[QUOTE='[Carnage];1782468']So the idea is enable Vsync? I disabled it cos it lagged my mouse in the menus. And I think the mouse responds in a similar way like mouse acceleration.Not in-game. When I enabled VSync in-game, it killed my framerate and gave me mouse lag. Instead, I used NTune to force the game to use VSync, and now it's perfect. My hypothesis is that the in-game setting is causing the game to use a poorly-implemented in-game VSync, but NTune forces it at the hardware level, so it gets around the issue that the game has.
Kaleid- I felt the same way, but with this external VSync on the sensitivity jumped tremendously. Give it a try.