tahrikmili
Member
No jaggies whatsoever in the 360 version it definitely uses either MSAA or some very good edge AA. I love it.
Agreed. And I love the music at the end of the demo.tahrikmili said:No jaggies whatsoever in the 360 version it definitely uses either MSAA or some very good edge AA. I love it.
tahrikmili said:No jaggies whatsoever in the 360 version it definitely uses either MSAA or some very good edge AA. I love it.
There's jaggies in both versions. Just not as much on the 360.tahrikmili said:No jaggies whatsoever in the 360 version it definitely uses either MSAA or some very good edge AA. I love it.
Download some ghosts to see how other people are playing, then try to improve.Snaku said:I cannot for the life of me get under 1:50 on the time trial of the first area. :lol
Wait, this game has downloadable ghosts? Can they just be downloaded from the leaderboard?Metalmurphy said:There's jaggies in both versions. Just not as much on the 360.
Download some ghosts to see how other people are playing, then try to improve.
Rez>You said:Wait, this game has downloadable ghosts? Can they just be downloaded from the leaderboard?
If so: hell fucking yeah!
That's true, but at first I thought the game wasn't as opened as I was expecting it to be. Then I downloaded a ghost and went "Ohhhhhhhhhhhhhhhhhhhhhh!" :lollowrider007 said:yep, that's how I improved my routes and get my time down, really is useful, although in a game like this I couldn't help feel like I was cheating a little by doing that.
lowrider007 said:yep, that's how I improved my routes and get my time down, really is useful, although in a game like this I couldn't help feel like I was cheating a little by doing that.
Metalmurphy said:There's jaggies in both versions. Just not as much on the 360.
I think Portal could have been. This is 3D first person platforming, but Portal introduced that, and the ability to control virtual tunnels to platforms.ElyrionX said:Great demo. I sure hope the final game is just as fantastic.
Also, is this the biggest evolutionary leap for the platforming genre since Mario 64?
duckroll said:The demo is fucking awesome though, it's exactly what I expected of the game and totally delivering in concept, controls, graphics and style. Totally dig it. If only more UE3 games were this distinctive and unique looking, I don't think anyone would even be bitching about a "UE3 look" for games using the engine. Kudos to DICE for pulling it off.
JB1981 said:Question: will this game support trophies?
very cool. thanks for the link mangSolidSnakex said:
It's UE3Littleberu said:Is it UE3, though? I thought it was Frostbite.
JB1981 said:I really like this game. PS3 version is a bit jaggier, unfortunately. Oh well, doesn't really detract from the experience too much.
Question: will this game support trophies?
Yep, but using a very different lighting engine than your usual UE3 game. You can still see the "UE3 look" with the character models though. Also there is some rare texture popin from time to time.stuburns said:It's UE3
Dibbz said:Does anyone know why DICE is using UE3 when they just recently created Frostbite?
tahrikmili said:No jaggies whatsoever in the 360 version it definitely uses either MSAA or some very good edge AA. I love it.
Always-honest said:you know what jaggies are?
Kibbles said:So anyone got an extra preorder code?
duckroll said:The demo is fucking awesome though, it's exactly what I expected of the game and totally delivering in concept, controls, graphics and style. Totally dig it. If only more UE3 games were this distinctive and unique looking, I don't think anyone would even be bitching about a "UE3 look" for games using the engine. Kudos to DICE for pulling it off.
Executive Producer Glen Schofield said the company is in the process of working with lawyers to figure out the legalese for officially naming the engine, which was originally used for The Godfather and From Russia with Love.
so you're saying the 360 version has zero jaggies?Panajev2001a said:MSAA is not based on edge detection specifically.
Edge AA does not generally need AA_factor * resolution sized buffers (thus also needing a lot of bandwidth). MSAA does not affect polygon's surfaces because all the samples merged/blended to make up the final pixel share the same color (depth can vary though... 4xMSAA = 4 samples per pixel, but you run the shader and calculate the pixel color only once for all the 4 samples), FSAA is much more akin to "simply" rendering at a higher resolution and then down-sampling/scaling the finale frame (each sample can have unique color and position).
http://alt.3dcenter.org/artikel/multisampling_anti-aliasing/index3_e.php
teepo said:i clearly remember readying cliff blesenzki having mistaken the game as an ue3 title at a tradeshow. i'm positive it's the new middleware engine for ea games.
edit: found this
MIND BLOWN
jaaz said:- Character models look crappy on both, although I have no idea why Celeste's hair looks crappier on the 360 version.
This is on the subject: http://www.*******.com/2008/05/07/mirrors-edge-reflects-on-unreal-engine-3SolidSnakex said:That was about Dead Space. Mirror's Edge does use UE3.
JetSetRadio said:It looks awesome. I pitty the fools who fall over some jaggies :lol
Definitely PS3 version here! Exclusive DLC BABY
Kibbles said:So anyone got an extra preorder code?
Slizz said:i kno right? i asked if they are one time use but no one is answerin
She doesn't even have real hair. It's like a hat.op_ivy said:wha?
looks quite amazing to me. there is a scene during the tutorial where celeste looks a little odd due to the self-shadowing technique and how her face is shaded, but aside from that the details look great and i think the modeling is spot on. the enemies dont seem to have as much attention to detial though.