![]() Also you won't find any frame tearing when Apocalypse is running in 3D. One area that we try to be very careful with is dynamically adjusting the inter-axial to prevent window violations. For the RSX it's essentially our shadowmap rendering. For CPU, that's largely the scene processing and object culling phases. "We try to share as much processing as we can between eyes. In Apocalypse we draw everything twice - nearly everything anyway," says Oli Wright. "Stereoscopic 3D renderers can be broadly classified as either 'reprojection' or 'draw everything twice'. The 3D support is so accomplished, so consistent and so immersive that we wondered just how the Evolution team achieved it. Gameplay boasts an identical performance level to the 2D version and while there are a number of visual tricks employed by Evolution to maintain a strict 30 frames per second update, just about the only compromise that we found consistently noticeable is a touch more environmental LOD pop-in.
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