![]() Also, I am no Sony fanboy - for the PS3's price, it should have no jaggies and every game running 60fps at 1080p as well as my laundry. I don't blame Bungie for this though, it's squarely MS's bucket of lies. good grief! if this Gen of consoles were really the HD-era, then every game should be able to do 60fps at 1080p, period. So they cut corners to get a good frame rate. The marketers can spout lies upon lies before release because no one ever calls them on it later, so I say GOOD JOB and KEEP IT UP! ![]() the anti-aliasing is better in these new consoles but not enough to eliminate aliasing. I remember Peter Moore saying that this generation will also eliminate the jaggies. this 'NextGen' of consoles was supposed to be the HD-era of console gaming and here we are getting our corners cut secretly! We all know it's nit-picky to count pixels, but I am glad that someone called them on this. Obviously an upscaled 1080p image will not be quite as good as a natively-rendered 1080p image, but if you're playing the game rather than counting pixels you're never going to notice. The hardware scaler is capable enough to convert the image to your TV's native resolution without compromising image quality. It's also good to keep in mind that Microsoft has all but said that 720p is the sweet spot for Xbox 360 (HD movies and trailers on the marketplace are all encoded at 720p rather than 1080p, for example). I haven't heard specifically whether or not the Halo 3 engine was again a new engine or if it was based on the Halo 2 engine, so for now I'll assume the latter.Īs for not being able to handle double-buffered 1920x1080 resolutions, there are currently exactly two games on the Xbox 360 that render in 1080p - Virtua Tennis 3 and some basketball game (NBA Street Homecourt, I think). It was re-used for Stubbs the Zombie (a game built by an ex-Bungie guy who which licensed the Halo 1 engine). History lesson: The graphics engine from Halo 1 was not re-used for Halo 2. They're not going to admit that their graphics engine is slow or that the 360's graphics card can't crunch through double-bufferred 1080p using an engine that is maintained at Microsoft. The real problem is Halo's graphics engine, which has been too demanding of the graphics card/processor since Halo 1. Anyway, the end result is mostly the same - the 360's hardware scaler chip is quite good, and only the OCD pixel counters will ever notice that the game is natively rendered at 640p rather than 720p or 1080p. ![]() There's actually a Powerpoint on Bungie's HDR lighting method floating around the internets somewhere, if you feel like investigating why they did this. The two buffers are then merged for the final picture. ![]() Bungie made the decision to render at 1152圆40 using a two-pass method (actually a two-buffer method) to render low-dynamic range and high-dynamic range lighting. The two games you mentioned, Gears and Bioshock, actually render internally at 720p (or more precisely, 1280x720, since designations like "720p" don't make sense until the output is heading to a TV). It just means that when the framebuffer passes through the on-board scaler chip prior to heading out the the TV, the image is upscaled to 1080p rather than 720p or whatever else you may choose. That doesn't mean that games change how they render. On your cousin's elite, he's apparently set it to 1080p. ![]() The Xbox 360 will display every game at whatever output you choose. The lighting in both games is amazing, as are the visuals, and the gameplay. Gears of War and BioShock are both displayed at a native 1920 x 1080 in progressive scan on my cousin's 360 Elite. ![]()
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