That's cool and all but it'll probably run at like 540p if it's on PS3 only
More like 1080p @ 40-60fps.
That's cool and all but it'll probably run at like 540p if it's on PS3 only
why would sony cut off drive club at the knees?
More like 1080p @ 40-60fps.
Yeah, "1080P".
the lambo is now premium
the lambo is now premium
The lighting in that shot is the same as all the other 'studio' shots. It is also is identical to all GT5 'studio' shots.Out of all the screenshots this one seems the most "videogame" looking for anything GT6 release so far.The other screens are more believable.
The new GDDR 5.
The lighting in that shot is the same as all the other 'studio' shots. It is also is identical to all GT5 'studio' shots.
So I can only assume you have a problem with the model?
It can be expensive, but in some cases it can be cheaper than the alternative.Tessellation has been around for years, but hasn't been done because its expensive to do. They are going to be sacrificing in places to get this running on the PS3.
Yeah. Nintendo also used tessellation for the ocean in Wind Waker. Blew my mind reading about it.It can be expensive, but in some cases it can be cheaper than the alternative.
Some ps2 games used tesselation to get good quality surfaces with smaller memory amount. (IE. SSX for ground)
Out of all the screenshots this one seems the most "videogame" looking for anything GT6 release so far.The other screens are more believable.
A ton of late-generation PSOne titles used 'tesselation'. You remember textures on those games warping/'swimming' when coming close to the screen? That's due to the pseudo 3D nature of the system. Later in the generation the developers made routines for splitting up the polygons into several smaller polygons the closer they got to the screen to prevent texture warping (less noticeable on smaller surfaces).It can be expensive, but in some cases it can be cheaper than the alternative.
Some ps2 games used tesselation to get good quality surfaces with smaller memory amount. (IE. SSX for ground)
Its been explained just like GDDR5 has been explained its dumbass fanboys with their heads shoved up their asses choose to ingore it so they can trollWith respect, is there any information out there to what, specifically, "adaptive tessellation" is in GT6? I see this thread, and people excited for it as a feature, and no one able to answer what it actually is. It strikes me as exactly why people make fun of the excitement for GDDR5 with no basis in what fast ram actually achieves.
I'm not clear, if it's actually tessellation, why it wouldn't be called that. And what detail we have describes precalculated LOD variation, which is a different process.
http://www.youtube.com/watch?v=2WZxx4XTzFI&feature=player_embedded
And there goes MSAA, predictable though.
http://www.youtube.com/watch?v=2WZxx4XTzFI&feature=player_embedded
And there goes MSAA, predictable though.
With respect, is there any information out there to what, specifically, "adaptive tessellation" is in GT6? I see this thread, and people excited for it as a feature, and no one able to answer what it actually is. It strikes me as exactly why people make fun of the excitement for GDDR5 with no basis in what fast ram actually achieves.
I'm not clear, if it's actually tessellation, why it wouldn't be called that. And what detail we have describes precalculated LOD variation, which is a different process.
It had a single switch to a terrible quality model.
Holy shit those load times are amazingly short! I hope they're not cheating by using SDD's in the preview.
It had a single switch to a terrible quality model.
http://www.youtube.com/watch?v=2WZxx4XTzFI&feature=player_embedded
And there goes MSAA, predictable though.