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jonelo

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Posts posted by jonelo

  1. Well

    http://www.stratos-ad.com/trabajo/detalle....;vhora=12:15:37

    In english

    Grin AB, the company developer of the success “Ghost Recon Advance Fighter†1 and 2, in its process of expansion has chosen Barcelona to develop to its new video game AAA. This new game this associate to the project of a new film. Therefore, Grin this looking for talents in all the areas required for a game AAA multi-consoles:

    Low Level coders consoles/GPU

    GamePlay coders

    Level designers

    Level to builder

    Network to coder

    3D Artists

    Animators

    Sketchers

    Sound designers

    Producer

  2. However, the lighting in GRAW 2 360 version is definitely better.

    This is easily explained. The 360 version uses dynamic lighting for everything as it has the hardware to do that. The PC version still uses lightmaps and such so people without the latest Core 2 Duo and top of the line GPU in SLI can play the game. This is not something that can be fixed on the PC version unless the hardware requirements are pushed up quite far. Makes you wonder what Crysis will require to run on dynamic lighting, don't it?

    oh, the graw2 360 version looks a heck lot better lol

    I guess you're not running with everything on high. :rolleyes:

    Ehhh deferred rendering not is the "dynamic lighting" method , with multiple lights and the 360 engine render mode the" old " method , with low numbers of light ?

    http://forum.beyond3d.com/showthread.php?t=40845

    http://forum.beyond3d.com/showthread.php?t=36790

    About 360 versus pc

    PC versus Xbox 360

    http://i4.photobucket.com/albums/y117/jonelo/graw24hy2.jpg

    http://xbox360media.ign.com/xbox360/image/...08103432800.jpg

    http://i4.photobucket.com/albums/y117/jonelo/graw27ap9.jpg

    http://xbox360media.ign.com/xbox360/image/...01040902226.jpg

    http://i4.photobucket.com/albums/y117/jonelo/graw217zs8.jpg

    http://xbox360media.ign.com/xbox360/image/...09112818273.jpg

    http://i4.photobucket.com/albums/y117/jonelo/graw222wl1.jpg

    http://xbox360media.ign.com/xbox360/image/...31033637162.jpg

    http://i4.photobucket.com/albums/y117/jonelo/graw213wx7.jpg

    http://xbox360media.ign.com/xbox360/image/...11081442297.jpg

    http://www.nvnews.net/vbulletin/showpost.p...mp;postcount=76

  3. The cost of a development in Spain with Spanish developers is less expensive than in Sweden, Canada or Paris. The industry of videogame is little important in Spain, and a study like GRIN - paying well - could attract many spanish developers. And Barcelona not is far from Paris or London, one hour in airplane

  4. Hmmm. I've never seen saving in online multiplayer before.

    Splinter Cell Chaos Theory and NOLF 2 have savegames and quicksave in COOP ... and nobody plays the COOP of GRAW. There is no checkpoints and it is very difficult ;). And I am GRAW COOP mode player .But is very very dificult without checkpoints . Very ;) . Unplayable with one o two boots , you need four players in order to have some possibility, but .. then it does not exist respan

  5. Well, the /3rd person view run pretty ;) . Thanks Mirr . But the post procest .....

    graw2007041515592381lo4.th.jpggraw2007041516003450na4.th.jpggraw2007041516004484ty2.th.jpggraw2007041515510190xo4.th.jpggraw2007041515510279ux5.th.jpggraw2007041515543154sg0.th.jpg

    graw2007041515282351zq0.th.jpggraw2007041515265259xf9.th.jpggraw2007041515271106zh3.th.jpggraw2007041515260545ph3.th.jpggraw2007041515261460eu6.th.jpg

    graw2007041515103264lg8.th.jpg

    In coop in internet and with hamachi

    Crash in application version: grpcrc1.35

    data\lib\units\extensions\transport.dsf(-1): cant find member: force_seated in type <PlayerAi>

    SCRIPT STACK

    data\lib\script_network\gametype\gametypecooperative.dsf(0)

  6. Beta Screenshots are not allowed here! The product is not finished in beta and all images may not have represented what it will be like. You or whoever signed the NDA to download the beta, it explains it and i suggest you read it

    The screens not are mine ;) . I not read or signed the NDA ;), I dont have the beta

    MODERATOR EDIT: Link to images removed.

  7. GRAW pc - and GRAW2, need a 512 MB videocard, like 1800 XTX , 1900 xt , 7900 512 mb, 7900 GTO, 7950 512 , 7900 GTX for play with the maximun settings . Graw PC employ deferred rendering - like Stalker -and high resolution textures.

    http://www.beyond3d.com/articles/deflight/

    "Deferred Rendering attempts to combine conventional rendering techniques with the advantages of image space techniques. In this article we separate lighting from rendering and doing so make lighting a completely image-space technique, this has some disadvantages but also some key advantages. These advantages include:

    * Lights major cost is based on the screen area covered

    * All lighting is per-pixel and all surfaces are lit equally

    * Lights can be occluded like other objects, this allows fast hardware Z-Reject

    * Shadow mapping is fairly cheap

    The main disadvantages are:

    * Large frame-buffer size

    * Potentially high fill-rate

    * Multiple light equations difficult

    * High hardware specifications

    * Transparency is very hard

    http://www.guru3d.com/article/Videocards/416/13/

    8800GTS320.jpg

    Now this game is as far as I'm concerned a typical next-gen game, it relies heavily on large and high-quality textures and the fact that we have only 320 MB is hurting performance heavily.

    This is a massive drawback that you need to consider. I honest to God wish that the cards tested today would have had 512MB at default. Compare the results with the 640 MB version of the GTS. That's how important having enough memory is with titles like these.

    Medium

    medium7wg.jpg

    High

    high6ig.jpg

    http://i4.photobucket.com/albums/y117/jone...compare17fb.jpg

    Tweak

    X:\Program files\Ubisoft\Demo\Ghost Recon Advanced Warfighter Demo\Settings \ renderer_settings.xml

    <render_settings>

    <variable name="aspect_ratio" value="0"/>

    <variable name="brightness" value="1"/>

    <variable name="dynamic_lights" value="true"/>

    <variable name="effect_quality" value="high"/>

    <variable name="max_anisotropy" value="16"/>

    <variable name="post_effect_quality" value="high"/>

    <variable name="shadow_quality" value="high"/>

    <variable name="texture_managed_backdrop" value="false"/>

    <variable name="texture_managed_buildings" value="false"/>

    <variable name="texture_managed_buildings_low" value="false"/>

    <variable name="texture_managed_characters" value="true"/>

    <variable name="texture_managed_default" value="false"/>

    <variable name="texture_managed_effects" value="true"/>

    <variable name="texture_managed_ground" value="true"/>

    <variable name="texture_managed_lightmaps" value="true"/>

    <variable name="texture_managed_no_lod" value="true"/>

    <variable name="texture_managed_plants" value="true"/>

    <variable name="texture_managed_player_vehicles" value="true"/>

    <variable name="texture_managed_props" value="true"/>

    <variable name="texture_managed_props_bump" value="true"/>

    <variable name="texture_managed_props_high" value="true"/>

    <variable name="texture_managed_silhouettes" value="true"/>

    <variable name="texture_managed_sky" value="true"/>

    <variable name="texture_managed_vehicles" value="true"/>

    <variable name="texture_managed_weapons" value="true"/>

    <variable name="texture_managed_weapons_third" value="false"/>

    <variable name="texture_quality" value="high"/>

    <variable name="texture_quality_backdrop" value="high"/>

    <variable name="texture_quality_buildings" value="high"/>

    <variable name="texture_quality_buildings_low" value="high"/>

    <variable name="texture_quality_characters" value="high"/>

    <variable name="texture_quality_default" value="high"/>

    <variable name="texture_quality_effects" value="high"/>

    <variable name="texture_quality_ground" value="high"/>

    <variable name="texture_quality_lightmaps" value="high"/>

    <variable name="texture_quality_no_lod" value="high"/>

    <variable name="texture_quality_plants" value="high"/>

    <variable name="texture_quality_player_vehicles" value="high"/>

    <variable name="texture_quality_props" value="high"/>

    <variable name="texture_quality_props_bump" value="high"/>

    <variable name="texture_quality_props_high" value="high"/>

    <variable name="texture_quality_silhouettes" value="high"/>

    <variable name="texture_quality_sky" value="high"/>

    <variable name="texture_quality_vehicles" value="high"/>

    <variable name="texture_quality_weapons" value="high"/>

    <variable name="texture_quality_weapons_third" value="high"/>

    </render_settings>

    </render_config>

  8. In french

    Premier point, les ennemis sont placés semi-aléatoirement. Comme il est impossible de mémoriser leur position, il devient nécessaire de réfléchir. Deuxième point, certaines cartes (pas toutes, malheureusement) sont conçues comme des arènes ouvertes. Vous pouvez choisir de foncer dans le tas, de contourner l'objectif, de vous infiltrer, d'encercler la cible, etc. Cette fois-ci, ce ne sont pas des paroles en l'air : j'ai pu voir un niveau représentant une Hacienda où il était réellement possible de mettre au point plusieurs tactiques différentes. On avait même le choix entre deux ou trois points d'insertion. Troisième point, les ennemis ne sont plus automatiquement avertis de votre présence dès que vous êtes proche d'eux. Si vous demandez à vos Ghost de rester discrets et que vous prenez soin de progresser dans l'ombre, vous pourrez approcher des sentinelles et les éliminer une à une silencieusement. Au final, nous obtenons un gameplay qui, comme promis, ressemble plus à celui du premier Ghost Recon. Dans GRAW, le gameplay consistait à avancer vers l'ennemi, se mettre à couvert et tirer. A présent, si vous prenez le temps d'observer et de planifier votre attaque, vous serez récompensé. C'est d'autant plus important que les checkpoints et les quicksaves ont disparu : vous pourrez sauver autant de fois que vous voudrez, mais seulement en dehors des combats. Ca, c'est une chouette innovation !

    "First point, the enemies are placed semi-randon . As it is impossible to memorize their position, it becomes necessary to reflect"

  9. IGN: Hardware has moved on a lot since the original GRAW, so what new technology improvements feature in the sequel?

    Lars Bonde: We'd have loved to have used DX10 but unfortunately it wasn't possible to integrate it into the game. If you look at the Xbox 360, which is kind of Direct X 9.5, with unified shaders and other tools, it makes lots of things possible.

    Oh yeah , no MSAA with DX 10 and not SSAA with DX 9 :( .

  10. To me, the graphics in GRAW are a terrible disappointment

    With 256 mb video card and lower resolution maybe ....

    Texture in medium........ textures in high

    medium7wg.jpghigh6ig.jpg

    http://i4.photobucket.com/albums/y117/jone...compare17fb.jpg

    1o80 p HD video -44 mb-

    http://www.mediafire.com/?1nywm3lwyym

    1o80 p HD video - 55 mb-

    http://www.mediafire.com/?0y5jyj2jyfw

    [3.14] Large Images Please do not include large images directly in a post as it blows out the forum formatting and causes delays for dial-up users. Any large image (greater than 500 pixels wide) should be posted as a URL instead of as an Image, or resized down to 500 pixels. You can use the attach file button to attach large images.

  11. -Ability to use AA (drop the deferred lighting)

    I think that it is not possible. Not deferred rendering = not rendering, not shaders non HDR. With deferred rendering I think that supersampling in DX9 is possible and supersampling and multisampling in Dx 10

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