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Cod Mw2 Zone Folder Clip
суббота 27 апреля admin 74
Slideshow: Game Two of The McCallie-Dr Pepper TEN Classic, Holy Spirit vs IMG Academy Slideshow: Game One of The McCallie-Dr Pepper TEN Classic,.
Ground textures can look more sharply defined on Xbox 360 owing to superior anisotropic filtering (AF). Moving onto some of the other differences that were probably more noticeable on the initial comparison video, it's fairly obvious to see that the Xbox 360 version of Modern Warfare 2 includes a bloom effect that is completely absent on the PS3 build. It's a very nice-looking post-processing trick, if somewhat over-used, and while attractive, it does tend to introduce white-crush - effectively bleaching out texture details that are retained in the effect-free PS3 version. The bloom effect is only really seen in the Xbox 360 game, but when fully dialled up, whites are crushed, reducing overall detail levels. Quite why it isn't in the PS3 version of the game isn't so difficult to fathom; it all comes down to bandwidth. Modern Warfare's sub-HD 1024x600 framebuffer (with 2x multi-sampling anti-aliasing on both platforms) fits just fine into the Xbox 360's 10MB onboard eDRAM: ultra-fast memory attached directly to the GPU, meaning tons of bandwidth available. We'll come back to this later because it's a major point of differentiation between the way the two games play, but the bottom line is that the bloom effect requires copying the frame to another buffer for processing, before subsequent blending.
No problem with the bandwidth-rich 360 set-up, but performance-sapping on PS3's architecture. Where you do get some dynamic bloom on PS3 is when you engage the night-vision goggles. However, the implementation isn't so impressive and looks rather blocky. The dynamic bloom you do get on PS3 when putting on the night-vision goggles is somewhat disappointing. Returning to the comparison video, the second-most obvious difference between the two games comes down to the implementation of shadows. Getting well-rendered shadows is a computationally expensive job, but they're essential in giving depth and realism to the scene. The problem Infinity Ward has is providing all of this in the 16.67ms time-frame available for rendering each frame. Murgee auto mouse clicker 34 crack 10.
The result is that while Modern Warfare has some spectacularly good dynamic lighting, the shadowing solution on both platforms isn't so impressive - ultra-low resolution in places, with severe serrated edges. Softening those edges is something that the PS3 can at least make a fairly decent fist of, thanks to the that comes free with the RSX. PS3's hardware filtering looks a touch better close up, while 360 tends to look better in other situations.
In truth this is the weakest area of the game visually for both versions. So, with the more obvious differences accounted for and offering a marginal edge towards Xbox 360, it's time to move towards the way the game feels and responds. What you can't really see in the comparison video is the game's performance level, though there is the odd hint on lateral panning shots (for example, the helicopter circling the gulag). This is where, predictably, we'll wheel out the FPS comparisons.