Sentences with phrase «resolution textures do»

Not exact matches

-- The game is not «retextured in 1080p» because that doesn't make sense; it does appear that many (but not all) of the textures themselves are of higher resolution than before (taking advantage of more RAM and more storage medium space), but saying it's been «retextured in 1080p» is misleading — 1080p is a screen resolution describing 1920 × 1080 screen pixels, which has nothing to do with the dimensions of any individual texture applied to individual polygons.
But along with this bump in resolution, Sony has also done some other visual upgrades, including removing screen tearing (in Drake's Fortune specificially), improved lighting, improved texture resolution, improved character models, increased draw distance, and even some improved shadows and particle effects.
THE BLU - RAY DISC by Bill Chambers Disregard what I speculated about the BD release of 300: I didn't think it would look better, just more artificial — but what the added resolution actually does is clarify the details beneath the sandstorm of grain, giving the image greater depth and a more persuasive celluloid texture.
In docked mode the frame rate seems a little more steady but the 720p resolution doesn't look so hot when you begin blowing it up to larger screens — neither does the texture work.
It looks good, but there's so much more they could have / should have done; the textures of the monsters» skin, grass and stone etc look fairly low quality and not much better than what was on the Wii version (albeit in sharper resolution) Some textures look pretty good though (like the cracked earth at roughly the 52:00 mark, the animations are great and the world shows a lot of depth (which is what really counts), so here's to MH 4 on Wii U that will hopefully show what the hardware can really do with Capcom's amazing world!
Textures and resolution do NOT make a game look like next - gen to me.
The article did also say dynamic resolution can reached the peak of 3840 × 2160 on the X but the max peak on the PS4 Pro is only 1440p plus the X have better textures.
Visually, for the most part, it'll be pretty much the same,» he also said, further adding: «Based on what I understand, the resolution and textures, polycounts and all that stuff, we're not going to be doing anything to «up - res» the game but we'll take advantage of the controller for sure.»
Graphics: 8.5 As usual it's powered by Unreal and the art design is very well done but there are some texture pop ins and some low resolution textures as well but the weapons all look great and the blood and gore (of which there is a lot) all look great!
Updated textures, resolution, bug fixes, mechanics re-worked, lighting, «all the DLC», modernised, etc... I don't think that list is unfair or too ambitious if we are expected to re-buy an older game that's being given to us on a new system, is it?
But some tracks do tend to suffer from lower resolution textures.
The game runs at 30 FPS in 720p resolution and you can see some texture detail loss when you get up close to objects, but it is quite amazing that they did this in 22 GB of size.
- 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
«Based on what I understand, the resolution and textures and polycounts and all that stuff, we're not going to being doing anything to up - res the game, but we'll take advantage of the controller for sure.»
In all honesty, the game doesn't look tremendously different to Battlefield 3 because it's running on the same engine, so save some slightly higher resolution textures we won't see much difference in the games until we've got a controller or keyboard in our hands, but it's safe to say that the only modern shooter to appeal to us has the team very impressed so far.
id Software, Machine Games and Flying Wild Hog may be reviving old franchises underneath a new coat of chrome, but independent developers and studios are doing everything in their power to drag the definitive 90's FPS experience back into the spotlight, low - resolution textures and character models included.
Unlike so many HD remakes Fable Anniversary does not feature the same game with higher resolution textures.
It's also the edition that resolves all aliasing issues present on both consoles, and does it while adding the fully dynamic lighting system we were promised - plus higher - resolution textures on characters.
Most developers, when converting a PlayStation 2 title to the increased graphical specs of the PlayStation 3, simply boost a game's resolution, which is helpful but does nothing to improve the textures used in the game that were originally created at the lower PlayStation 2 resolution.
Not only do you get more control over the graphics (resolution, shadows, textures, etc), but you'll also shoot more accurately using a mouse to aim rather than a joystick.
While this game does look much better than Monster Hunter Tri largely thanks to having a higher resolution, a better framerate, and some oddly hyper - crisp textures, everything has a distinct low polygon count, and the lighting could be the stuff of jokes — except for the fact that all characters and monsters, mysteriously, are able to cast self - shadows.
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