And it hurts performance because you end up having to render twice everything that crosses tile boundaries. Writing a tile based renderer is tedious and a massive pain in the ass for developers. So developers are faced with the nightmare of having to split their framebuffers up into multiple parts(tile rendering) or give up decent AA and put out bogus marketing shots with fake AA the actual games doesn't have, PGR3,Forza 2,Gears of War, and on and on. Microsoft was dumb enough to build their graphics system with only enough memory for 480p and decent AA. A 4xAA 480p framebuffer fits perfectly, a 720p does not. There is only 10 megs of EDRAM for 360 games to fit their frame buffers into. It is a 480p system being forced to try to put out 720p graphics and that is why 360 games look so bad, have horrid/unstable framerates, jaggies everywhere, and neverending texture filtering problems. The Dreamcast 360 has the single worst graphics hardware ever designed for a console. Here's a summary of the article so you don't have to waste your time: OMG, did you just use Mass Downgrade and Gaylo as two examples of games we are supposed to be impressed with?
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