Lots of graphics and hud options. You can lean too, I’m not sure if that’ll be in the console versions or not.
Lean? you mean like peek around corners and stuff?
Like, press q to lean left and e to lean right, to yeah, peak around corners. Like in Thief or Crysis.
Lean is in all versions. They also just announced that the PC has higher resolution textures as well.
Good for them! I love it when a developer not only makes allowances for lower-end systems, but also gives higher-end systems better choices.
good good good.
I saw one PC walkthrough on Spike at E3 and it looked really good. Later in the show they showed a walkthrough on one of the consoles and it looked like shit :3 . Didn’t even look like they tried hiding the aliasing.
To be fair, neither do I. I could probably turn on anti-aliasing without too much of a performance hit in some of the games I play, but I never bother because I have no idea how much processing power it really takes.
I hate all the modern forms of anti aliasing. May as well just shamelessly blur out the whole scene. If it’s fxaa or smaa, it’s staying off.
SMAA doesn’t blur the picture.
Backstory video #1, man I can’t wait for this game!
Usually the forms they use on the consoles does blur the screen noticeably for me, but I’ve been using MP3’s fxaa since release and have never noticed any blurring caused by it. I regularly use smaa injectors too and don’t notice blurring from that either. I kind of agree though, they need to bring back reliable aa. I mean, the msaa in MP3 for example hits the framerate way too much than it should and doesn’t even do that good of a job. If need be they should just implement ssaa/fsaa like older games do if they can’t do msaa or something like it well.
It has something to do with deferred rendering right, the reason aa is so hard to implement now? I need to read up on that.
Older AA methods simply rendered the game at a higher resolution and then resized the frames to the resolution you’re using. It’s an effective method to reduce jaggies but would normally have a sizable impact on performance. And as the average screen resolution increases, the more impact it has on performance.
Later on, new AA methods were developed with the intention of reducing the impact on framerate but noticeably they weren’t effective when post-processing effects came to be heavily into use, since they were only focused on smoothing out the edges of polygonal elements. As such, particles, transparent textures, post-processing effects, and any other types of non-polygonal elements wouldn’t be affected by those AA methods.
The solution to that was a post-processing effect itself that does the job of Anti-Aliasing, which turned out to be a pretty good implementation with very little impact on performance.
That said, I hope more developers adopt the SMAA implementation instead of FXAA because it does a better job, has the same impact on performance and doesn’t cause any noticeable blurriness to the picture.
I liked that Serious Sam 3 had an ssaa option. If they can’t get any aa in at all (like Spec Ops and I guess most UE games) then they should at least give the option of ssaa even if it kills your framerate. It’s better than nothing at all.
Was originally sold on the CG trailer because it looked like a combo of Thief/Bioshock and Mirror’s Edge because of the parkour rooftop segment. Now looking thru gameplay demos, I feel kinda cheated because it seems its been replaced with the point and click teleport function. Has parkour been removed?
The mantling is still there. I think it’s a stretch to call it parkour though. It’s more about mobility than fluidity.
Think about it like Crysis 2.
I’m waiting, buying this instead of BL2. The whole similarity with Deus Ex is what hooked me.
Man, I don’t know how I completely forgot about this game.
It just, like, dropped off my radar and out of mind completely until yesterday when I saw a TV commercial for it and I was like, “Holy shit, I completely forgot how much I wanted this”
Now I’m back to being excited.