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Anonymous
>>396292 SLI/Crossfire Unified Shaders off the top of my head
>>396284 Maybe we just expected more scince this time the consoles weren't pfft PCs that ported some PC games and put out arcade style platformers. They were damn fine, the 360 anyway, and GRAW made a few eyes pop out and wander independently closer to the television. ie: The 360 came out BETTER than existing PCs, better than Laptops for a whole 2 years, and who really has a 8800GTXm in their ultraportable custom everything machine ?
>>396292 I always use 8x Ansio and Quality with neg mipmaps, none of the optimisations becasue I can damn well tell the difference between bilinear and trilinear ect, I look for the flaws and I find them. Agreed 8xS + Supersampling is joy especially around fences, but not at it's cost. I'm okay with point mipmaping, I look into the distance always, but not all games use it, it's good for coridors and interiors where you want to see the markings on the walls.
And I was talking about Crysis, massive result when switching from 0 to something insane. On Driv3r which I really wanted but failed to mod, it was a different game when textures kept their detail in the distance. Negative mipmaps is my favorite thing to apply to a port, I tend to notice the change, even when trilinear.
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