Time to remove the link then. Please edit your quote as well
D'oh, thought I snipped the URL out, haha.
Time to remove the link then. Please edit your quote as well
screenshot of digital edition.but I am not sure if those are scans.
I wonder how this scene will look like on consoles. I'm pretty sure all the physics in that cloth won't be in there. Might look like a piece of cardboard being thrown off.
Looks like it's real time, in engine.I already got corrected earlier responded earlier that I would be wrong if this was just a cutscene and not actual physics running during gameplay.
Really made the scene less impressive when I realized this.
Looks like it's real time, in engine.
I wonder if my 660 can handle it.
^This post worries me a bit since I'm buying a decent gaming rig for the upcoming next gen games like metro, bf4 and so on
Is it still a good idea to buy a EVGA gtx 670 ftw sig. edition?
Dont worry, a 500$ pc will give you a solid 5 years of gaming, more or less^This post worries me a bit since I'm buying a decent gaming rig for the upcoming next gen games like metro, bf4 and so on
Is it still a good idea to buy a EVGA gtx 670 ftw sig. edition?
My 660 is gonna bullshot this game or die trying.
I agree with them that AA should be the responsibility of the programmer, but if you accept that then just offering FXAA on top of downscaling (that is, ordered grid ssaa) is a bit weak. Something like the higher SMAA modes is far more efficient. And it's perfectly possible to implement sparse sampling AA methods in DirectX 11.
You'll be more than fine. I'll likely be playing this on a 460 and I don't have too many worries. I've been able to get lose to maxing out some games with such an old card.Of course I won't be able to max it out, but it will still look fantastic.^This post worries me a bit since I'm buying a decent gaming rig for the upcoming next gen games like metro, bf4 and so on
Is it still a good idea to buy a EVGA gtx 670 ftw sig. edition?
My PC is ready!
Yep. It's better to lower your expectations, and be surprised later.They always say that.
And then the game comes out and its off to the messageboards to complain about the shit unoptimized game.
They always say that.
And then the game comes out and its off to the messageboards to complain about the shit unoptimized game.
My 660 is gonna bullshot this game or die trying.
That scene runs/looks the exact same on the 360 so I wouldnt worry about it. This game was made around ps3/360 hardware.My internet struggles to run this gif.
I hope my PC doesn't.
Not too impressed, his hand clips right through the fabric and the physics seem "off"; too floaty or something. Is this PhysX?
What kills it for me is that the collision geometry the cloth is sliding on doesn't conform to the shape of the car. You can see like a big bump where the hood is and then when he pulls the cloth back there's nothing there.
Maybe it's nitpicking and not something you'd notice without a repeating gif.
I agree with them that AA should be the responsibility of the programmer, but if you accept that then just offering FXAA on top of downscaling (that is, ordered grid ssaa) is a bit weak. Something like the higher SMAA modes is far more efficient. And it's perfectly possible to implement sparse sampling AA methods in DirectX 11.
PC screenshot thread is gonna be GLORIOUS.
What's AAA? Haven't heard of that one before and it's tough to Google since I don't know what it stands for.
Digital Foundry: Your engine is said to support MSAA, analytical anti-aliasing and even deferred super-sampling. Are all of these technologies in both 360 and PC builds of Metro 2033? How is super-sampling used, and what actual analysis technique do you use to detect edges? Does it use 2D screenspace or something better?
Oles Shishkovstov: The PC version has all of these techniques available (although we aren't sure yet what to allow in the final build). The 360 was running deferred rotated grid super-sampling for the last two years, but later we switched it to use AAA. That gave us back around 11MB of memory and dropped AA GPU load from a variable 2.5-3.0 ms to constant 1.4ms. The quality is quite comparable.
The AAA works slightly different from how you assume. It doesn't have explicit edge-detection. The closest explanation of the technique I can imagine would be that the shader internally doubles the resolution of the picture using pattern/shape detection (similar to morphological AA) and then scales it back to original resolution producing the anti-aliased version.
Because the window of pattern-detection is fixed and rather small in GPU implementation, the quality is slightly worse for near-vertical or near-horizontal edges than for example MLAA.