اتفاقا از همون فهمیدم...:biggrin1:خو اصلا به قیافه ی یارو چیکار داری...؟ همون وسطاش یونیفورمش رو نشون میده روش نوشته Carter...
نمیدونم چرا من این انفجارهای Reach رو میبینم یه حسی بهم دست میده!!:biggrin1:
Digital Foundary وقتی تایید کرده، اونا رو بریز دور هرچند اینم یه جوری پیچیده گفته که منم دقیق نفهمیدم!در حال اینکه من تو neogaf و beyond3d که داشتم میخوندم نمیدونم کدوم صفحش تائید کرده بودند که بازی زیر 720p و بدون aa اجرا میشه !
There was quite a lot of discussion in the comments section about the screenshots from the beta we posted yesterday, wondering if the game is 720p or not. Our contention is that it is indeed 720p in that there are 720 progressive lines of resolution. However, as per our analysis of the original alpha footage posted from Bungie's first ViDoc, horizontal resolution is slightly cut down, giving native rendering at 1152x720. Here's a couple of shots to look at.
The first shows exactly the kind of clean edges we like to count pixels, and allows us to easily confirm the small reduction in horizontal resolution. But what's going on in the second shot? What should be offering up a range of easy-to-analyse edges proves to be more than challenging. Reach appears to be using an odd form of 2x temporal anti-aliasing. What this basically means is that two frames (generated with a slight time-shift) are blended together to form one image.
It's clear to see that in just about every regard Halo: Reach has seen substantial tech upgrades compared to the old Halo 3 engine. Strong points of the old tech do remain: Reach possesses an impressive implementation of HDR for example, so the series' trademark use of colour is still in effect.
Digital Foundary وقتی تایید کرده، اونا رو بریز دور