In -
game texture quality, character models, and foliage look identical on both console versions.
Not exact matches
While
textures vary in
quality to the point where they were distracting and confusing controls that I got the hang of right when the
game ended, this tale of two brothers makes these issues forgivable.
Transformers: Revenge of the Fallen Decepticons This
game... this
game... The graphics were extremely low
quality the building
textures were very smooth the character and NPC
textures to be kind were cubical it was like playing Geometry the
game.
Thankfully the engine works well enough for Xbox One and visuals wise, both
games are pretty much identical in term of
textures and image
quality.
In line with the majority of Xbox 360
games getting X support, boosting
texture filtering
quality is a relatively easy win.
It would have been nice to see a higher
quality in
textures though, as the
game when docked can look a bit blurry in places.
In order to make Silent Hill 2 work we need to be focusing on making the characters real by having high -
quality textures, and at the same time we must improve the gameplay so people will feel, even though its really horrific, we must make them want to play the
game over and over.
Also there is nothing to discredit the
game as a full project, no muddy
textures, resolution issues, frame rate problems or crappy sound that in one way or another discredited some other Vita
games (AC3 for example had terrible
quality sound, still good though).
In 4K,
textures and other in -
game assets appear to have the same
quality as their 1080p counterparts.
The remastered Switch version will keep a lot of the
game's recent improvements, including a higher general resolution and newer, more high -
quality textures.
the first few trailers had proper real time lighting but now the
game looks flat and too cartoon like, the
texture quality has taken a big hit and the character models look like PS2 or Wii
games upscaled!
A ton of customization comes with the
game including the ability to customize keyboard and mouse controls or use a gamepad, as well as over 25 changeable settings for
texture quality, shaders, tessellation, and anti-aliasing.
I have a 64» plasma and a 55» FALD LCD and both have great image
quality, but I still don't prefer to play my
games on them due to higher input lag and the fact that
games have too many graphical issues (pop - in, aliasing,
texture shimmering, low
quality LODs, etc) and these become too glaringly obvious when blown up to larger screen sizes.
There are too many ways for this
game to reach 60 fps, I'm assuming
textures will be high
quality (megatextures), sub-hd resolutions is one of them.
Because it doesn't plug hundreds of high
quality textures and such into the
game, it seems to run fairly smoothly, while also leaving itself open for a potential future HD remaster.
The
texture quality is the same on both systems, the differance on some
games is native 1080p vs upscaled 1080p.
In an entirely non-shocking turn of events for a
game published by Fantasy Flight Games the components are nothing short of great, the many stacks of cards adorned with
quality Warhammer art and made of lovely
textured card stock that makes them satisfying to handle.
Yoko Taro's previous
game Drakengard 3, was hampered by an incredibly low - budget, resulting in appalling frame rate drops and some of the lowest
quality textures I've seen on the PS3.
Lighting doesn't look as realistic, shadow
quality has been reduced, and the ground
textures look flat which makes us wonder if the
game will still feature dynamic terrain deformation and weather.
Texture quality is my biggest disappointment in most of the non-indie Vita
games I've played.
Overall, Neon Chrome on Vita is a worthy port that preserves the high level of
quality found throughout the single player gameplay elements from the PS4 version within a portable experience, albeit with reduced
textures, although
gamers receive the best of both worlds with exceptional value in the form of cross-buy between Vita, PlayStation TV and PS4.
The Vita's screen is its main asset and differentiator at the presentation level, so the
texture quality that is acceptable for iPhone
games simply isn't acceptable for Vita
games.
Usually PC
games have better effects,
textures and image
quality compared to their console counterparts.
The free disc size seems reasonable for
games coming out these days, due to 4k and even 8k
textures, videos and other high -
quality features that can only be implemented on the PC compared to the console versions, there is also support for modding which is always excellent and hopefully the
game will make use of the Steam Workshop allowing users to create mods and letting others implement them with much more flexibility and ease.
Game textures have been redone in a higher resolution and the level of
quality has been improved across the board
Unconcerned by file size, Guerrilla had duplicated
textures for each level to make the
game stream from disc more quickly, and included high -
quality videos several times over in different languages.
If you see this, go to settings on the main menu and change \»
Texture Quality \» to something lower to reduce memory usage in the
game.
It isn't about make the
games look pretty, it's also about making
games run at their best performance with higher frame rate, super high
quality texture, the ambient light occlusion and etc being drawn at ridiculous speeds which is beyond any other console that we have today.
Don't get me wrong, the
game looked nice and graphically ambitious — but pop - in was pretty bad,
texture load speeds, framerate dips, jaggies, slight stutter etc... In Movie mode the
game felt more consistent and the
quality of the
game looked much better — everything is sharper, there was less pop - in and it just felt and looked better to play.
That's because Rockstar has given PC players a slew of controls over the
game's visuals which includes being able to improve the
quality of several graphical features, including
textures, shadows, and shaders, distance scaling, and population density, to name a few.
- the
game's shading mechanism has changed, which allows for increased gear
texture quality - all graphical aspects and programming mechanisms have been built up from scratch for this sequel - maximum resolution is 1080p in TV mode - a bigger focus for Nintendo was the 60 frames per second - occasionally the resolution will be scaled down when there is too much ink displaying on the screen - Nintendo reduced the CPU load and refined the way to use CPU power effectively to maintain 60 fps in all matches - weapons were tweaked to let players be more creative by thinking about unique weapon characteristics and their best uses - weapons are designed to be effective when they are used during the right occasion - Special weapons are stronger than the original ones when used in the right situation, but weaker otherwise - the damage and effect of slowing down your movement when you step in the opponent's ink are reduced from original - you can jump up in rank if you're good enough, but only up until S - you can't jump up from C, B or A to S + - when you win battles in Ranked mode, the Ranked meter fills and your rank goes up when its fully filled - when you lose a battle, the gauge does not decrease, but the meter starts to crack - once the meter reaches its limit, it breaks - when the meter breaks, you have to start over again from the beginning or from a lower rank - highest rank is still S +, but if you fill up the Ranked meter, you get numbers after the alphabet such as «S +1», «S +2» and so on - maximum number is «S +50», but this number will not be displayed to your opponent - you are the only one to see it, and you can check it on your own status screen - Ranked Power is calculated by an algorithm to measure how strong each player is with minuteness - this will determine if a player's rank is worthy of receiving a big jump (like from «C» to «A»)- Ranked Power has no relation to your splat rate, and is more tied into to how well you lead your team to victory - you won't drop off more than one rank even if you play poorly - stage rotation time was changed to two hours - this was done because the devs expected people to play for an hour or so, but they found people play much longer - with Salmon Run, Nintendo considered how to implement a co-op oriented mode in a player - versus - player type of
game - the devs will monitor how users are playing this mode to see if there's some tweaks they can throw in - more Salmon Run maps will be added in the future, but Nintendo wouldn't comment on adding more enemy types to the mode - rewards are changed each time Salmon Run is played - you can obtain rewards when playing locally, but not gear - originally Nintendo had an idea for this mode, but had no background setting, enemy designs, etc. - Inoue suggested that it should be salmon - themed - when Nintendo hosted the Splatfest that pit Callie against Marie, the development of Splatoon 2 had started - the devs had already decided to have the result reflected in the sequel - they even had an idea to announce the Splatfest with a phrase «Your choice will change the next Splatoon» - the timing to announce a sequel wasn't right, so they decided against this - they eventually released a series of short stories about the Squid Sisters to show how the Splatfest affected the sequel's story - Nintendo wouldn't say if Marina is an Octoling, and noted that Inklings are not paying attention to this too much - Inklings don't care about appearances, as long as everyone is doing something fresh - the Squid Sisters had composers who produced their songs, but Off the Hook are composing their music by themselves - Pearl is genius artist, but she couldn't find a right partner because she's a bit too edgy - she eventually found Marina as a partner though, and their chemistry is sparkling right now - Nintendo is planning a year of content updates for Splatoon 2 - when finished, the quantity of stages will be more than the original - some of the additional stages are totally new and some will be arranged stages from the first
game - not all original stages will return and they are choosing stages based on the potential for them to be improved - Brella is shotgun-esque weapon, so the ink hits your opponent more if you are closer - it can shield damage when you open it, but the amount of damage has a limit and once it reaches it, it breaks - you can shoot ink, but you can't use the shield feature when it breaks - the shield won't prevent your allies ink - there are more new weapon categories which haven't been revealed yet - there are no other ranked modes outside of the three current options - the future holds any sort of possibility, but the devs didn't get specific about adding more content like that - for the modes, they adjusted the rule designs so that players will experience the more interesting aspects
Of course the problem with great graphics is that the rough spots somehow become even easier to spot, and the Witcher 2 does have a fair few rough edges and bland
textures that standout because of the high
quality of the rest of the
game.
4K mode sees the
game running with the best possible
texture quality at 30 frames per second.
The
game world feels more solid with higher
quality textures and a higher level of polygons.
The first and most obvious is the hideous, grungy urban art direction the
game has going on, with poor
quality textures, models and level details all - round.
Of all the improvements on offer here in the turbo - charged PC
game, it is the use of lighting, tessellation and the dramatic increase in
texture quality that really stands out.
As you would expect the
quality of the graphics between the PS3 and PS4 versions of the
game vary slightly; the PS4 version sports some crisper
textures and a smoother frame rate, yet it brings nothing spectacular to the next generation console.
Additionally, the detailed environments feature a degree of three - dimensionality simply not preset to the same degree on the 360, PS3, or Wii U
games, with lower -
quality textures and normal maps leaving such surfaces looking a lot flatter on those systems.
Within moments of playing through the first two missions of the
game I noticed significant screen tearing, incredibly low
texture quality, and explosions that looked more like puffs of smoke in which some fire
texture was sprinkled.
The
game runs okay on medium settings on somewhat dated PC hardware, without any notable framerate issues, though the
quality of the
textures and effects isn't stellar.
On the flip - side, just like its predecessor, Splatoon 2 lacks any kind of anti-aliasing or
texture filtering - two key components in image
quality where we really hoped to see some improvement over the original
game.
It's got all the bells and whistles we've come to expect out of a modern action
game; plenty of fancy effects, stunning set pieces and vistas, fantastic animations, and for the most part, high
quality textures.
The remaster features higher
quality textures and better models, but the real improvement is in the
game's overhauled lighting system.
The crisp
textures of the previous Tomb Raider
game made it a visual treat, so hopefully that same visual
quality could be applied to these ancient structures and the jungles surrounding them.
Visuals:
Quality models and
textures make a big difference to a
game, and we find them to be really important.
Texture quality varies, but in places does not look as sharp as we'd expect from a current - gen
game.
Featuring a single - player campaign with four playable characters and an offline multiplayer mode against AI opponents, Killzone HD has received a thorough audiovisual overhaul: the
game boasts 720p graphics at a steady 30 fps, with MSAA filtering, sharper
textures and higher
quality sound effects.
Graphically the
game is decent looking enough but the animation, character models and low
quality textures all scream «Bargain Bin Effort», which is odd considering the legacy this series has.
2) The
game will have feature high
quality, hand painted two dimensional
texture maps and high
quality three dimensional geometry for
game environments.
The list of full advanced settings includes: manually lock framerate, unlocked at launch, lights
quality, chromatic aberration toggle, shading
quality, post-process
quality, particles
quality,
game F / X
quality, decal
quality, directional occlusion, reflections
quality, depth of field toggle, decal /
texture filtering, motion blur
quality / toggle, sharpening amount, lens flare toggle, lens dirt toggle,
texture atlas size, show performance metrics, resolution scaling, UI opacity, film grain, rendering mode, FOV slider, simple reticle, show first - person hands toggle, use compute shaders and V - sync.