Really? Because FF13 displays in 1080p...at least it does on my TV, although that is upscaled 720p thanks to Microsoft whining about "version parity" for the 360 version.
FF13 is in 720p on PS3 and 576p on 360
It's 720p internal, video is 1080p so that's what the game sends our TVs.
http://forum.beyond3d.com/showthread.php?t=46241
Could be. I'm just sayin' my TV says it's in 1080p mode, while all my other PS3 games are 720p.
I stand by my comment about Microsoft being whiny. :)
They don't really need to add tessellation just to use DX11, they need to at least use the compute optimizations to have the game run better for modern hardware.
Don't you find it odd for an DX9 game to have a Intel Core i7 as their recommended CPU. I've seen better looking DX9 hell DX10 games that need that don't much CPU power.
I don't see what resolution has to do with character models, there is a good chance they will use down sampled textures but I imagine they will re-use the character models between the two version.
Agreed.Quote:
They don't really need to add tessellation just to use DX11, they need to at least use the compute optimizations to have the game run better for modern hardware.
The PS3 version of FF13 is scaled at 1080p just as MGS4 is, the 360 scales all games to 1080p if you have 1080p set in the dashboard, MS didn't need to whine about this because the 360 does it by itself.Quote:
Could be. I'm just sayin' my TV says it's in 1080p mode, while all my other PS3 games are 720p.
I stand by my comment about Microsoft being whiny.
The PS3 on the other hand has to be programmed to do it because it has no internal scaler chip.
That being said the PS3 version of 13 is rendered at 720p but is something like 540p on the 360, not that it matters.
My point through this discussion has been that the game engine is so horribly unoptimized that whatever gains DX10/11 bring to the game would be laughable. Also, it's not magic. The engine won't become multi-thread optimized by itself. The physics engine is not gonna port itself to directcompute, etc., it will require a lot of work. To be more clear, if you straight port a game from DX9 to DX11 you would see frame rate changes between +-3%.