brain_stew
Member
Alan Wake is one case where a downsampled picture looks as good as a native one. I have no idea why, but I guess it has something to do with the proper integrated AA.
Combining MSAA and high quality FXAA does wonders.
Alan Wake is one case where a downsampled picture looks as good as a native one. I have no idea why, but I guess it has something to do with the proper integrated AA.
One sound from Alan Wake that always comes back into my mind is the silent moan you hear when you reveal the yellow markings with your flashlight.
One sound from Alan Wake that always comes back into my mind is the silent moan you hear when you reveal the yellow markings with your flashlight.
So is it possible to hit 60FPS on this reliably? It isn't that unoptimized right? I was planning on picking this up sometime down the road (never played the DLCs).
So is it possible to hit 60FPS on this reliably? It isn't that unoptimized right? I was planning on picking this up sometime down the road (never played the DLCs).
Seems to be conflicting opinions here on in game v sync vs. D3d?
How far have you gotten? There's a "golden trophy" of something related to Max Payne in a bookshelf . This is maybe hmm 30-40 min into the game?
Petri I'm glad you're in this thread so I can say to your face how much I love your games. Max Payne was the first game I picked up when I first built a gaming PC back in 2001 and I've played through it and the sequel probably a dozen times each.
Alan Wake is impressing me just as much.
Alan Wake is one case where a downsampled picture looks as good as a native one. I have no idea why, but I guess it has something to do with the proper integrated AA.
I agree, most of the pics of AW that are posted make me go " oh is that downsampled ?" but nope, native AW looks amazing.
ITT: people who may need glasses.
I wonder how well received the PC version is now? When announced recently, it seemed that PC forums I visit were all giggling at the attempt for Remedy to do this. But now.. I've seen a turn around. I see people on most forums, including this one.. generally excited!
I already have glasses And no, I don't need better ones.
The difference is really small, you got the be honest here.
They wanted it on PC all along
Hey hey hey hey. Hey.
It's not trolling, his posts are always genuine.
( outside of the ssao being affected for some reason )
SSAO detail is resolution dependent, that's actually what the SS part is all about.
I think the primary reason American Nightmare runs at native 720p is because of the advent of FXAA. It no longer has MSAA, which was costly as all hell in the first game.
I see, again though the difference in terms of overall general IQ is absolutely negligible unless again you're doing an arbitrary side by side comparison. ( in the end the visual difference could even be a point of subjectivity, one is slightly darker ). Ironically here I am, calling him a troll and so tragically falling for it as well. Oh well.
Oh I was just doing my Atticus Finch impersonation, not arguing with you.
Agreed.It's only been a couple of days, but they've been incredible with their support, from giving launch commands to addressing practically every issue mentioned in their forums that people have brought up directly with a reply.
Everytime I use the flair gun my FPS dives to about 38.
What language is this?! The jargon, it burns my ignorant mind!This is just a guess, but it's possible they're using a light pre-pass deferred setup (or something like it) - since it doesn't use multiple render targets, this makes supporting MSAA on DX9 much easier, though they'd have to do per sample shading on the the lighting pass so that edges don't get borked (that would have made it very expensive on 360 since you're effectively shading 1920x1088 on the 960x544 framebuffer).
With fully deferred shading (4 render targets + depth), they'd have to render to a 2x2 times larger set of buffers in order to support 4xMSAA, but that's extremely brute-force... I'd be surprised if they do that considering they support up to 8xAA.
Anyways, back to AW: AN... maybe they use MSAA only on certain render passes. On the lighting pass, they could switch to no AA, and use FXAA to fix up those edges there. At that point, on 360, they'd only have to worry about the tiling/geometry cost of going to a higher res with MSAA.
Just a guess, mind you. Maybe one of the Remedy folk would like to chime in. *ahem*
What language is this?! The jargon, it burns my ignorant mind!
I love episode 4 so much. From the beginning, to the bit everyone goes nuts about, to the dream like end... such a good episode
Even if they weren't able to implement full open-world-ness, had they at least implemented a metroid-esque way of travel through the areas you've already been too, I think the game would've been 10 fold better. Or maybe take a page from the odst book, with an open-ish hub world which spawns closed off night time sequences. There's just so many small things that you miss, with back tracking those things could be brought to the forefront. The game, even with it's linearity, feels very open, and justly so because of it heritage.
I have done some research but have not found a answer.
Is this game getting a retail release in North America?
As good as the nighttime scenes look, it's the daytime scenes that seemed to have improved the most graphically from the console version. Daytime scenes on the 360 seemed to suffer the most from the compromises they had to make. Now they look just as good as the rest of the game.
Goes to 75hz fine, so it's not locked to 60. Dunno if it would be locked to 75 though.Can anyone with a 120hz monitor confirm that the game runs at 120hz, and isn't locked to 60hz (assuming you can adjust your graphics setting appropriately)?
Can anyone with a 120hz monitor confirm that the game runs at 120hz, and isn't locked to 60hz (assuming you can adjust your graphics setting appropriately)?
I don't get it. Isn't this end-user error ? Because when STEAM asks you to choose between save files to sync (client vs cloud), it gives you information on date & time of each files. All you need to do is to choose later one.I've just lost over an hour's worth of play because the Steam came up with a sync error with the steam cloud and my saves. Steam wouldn't let me play the game until I chose to either upload the save on my HDD to the cloud, or use the last cloud save. I chose the wrong option and now I'm back a chapter.
FFS dev's, GIVE US CONTROL OVER OUR OWN SAVE GAMES!!!! Let me save in multiple slots, relying on a single slot has fucked me over twice already and its pissing me off to no end.
I don't get it. Isn't this end-user error ? Because when STEAM asks you to choose between save files to sync (client vs cloud), it gives you information on date & time of each files. All you need to do is to choose later one.
Also, you can choose not to use STEAM cloud feature. (Just untick it).
Is this Bruce Willis or not?