- #SPEC OPS THE LINE PC GAMING 720P#
- #SPEC OPS THE LINE PC GAMING PC#
- #SPEC OPS THE LINE PC GAMING PS3#
#SPEC OPS THE LINE PC GAMING PS3#
As suspected, Spec Ops renders in sub-HD resolutions on both platforms - something like 1200圆80 on the 3圆40 on the PS3 - and as a result of the heavy upscaling taking place, there's a distinct blur over the entire image, robbing the presentation of more intricate texture details. A veil of softness covers the screen, and this is joined by some unsightly edge-shimmering artifacts. Unfortunately, this level of immersion is disrupted a touch by the game's inconsistent visuals. Both are sub-HD, but the 360 game operates at a higher resolution and boasts a few additional graphical effects." "The console versions are fairly close visually. Draw distances are fairly expansive, with views of the sandstorm-induced chaos visible for miles, with the layers of dust and particles swooping through the air as the treacherous weather conditions change. Light shafts beam through the collapsed buildings, while a warm glow radiates around the environment. The game world itself provides much in the way of atmosphere, with the way each scene is lit and shaded perfectly capturing the feeling of a scorching hot Middle-Eastern city in turmoil.
#SPEC OPS THE LINE PC GAMING 720P#
Use the full-screen button on the bottom-right of this window for full 720p resolution. Spec Ops: The Line compared on Xbox 360 and PlayStation 3. Let's tackle the console versions first, kicking off with our standard head-to-head video, and a triple-format 720p comparison gallery.
#SPEC OPS THE LINE PC GAMING PC#
However, in creating such a spectacle, there have been a few compromises made to the graphical make-up of the game on the console platforms, while the PC version doesn't appear to have had anything like the kind of optimisation it should have, resulting in some real performance issues. The use of lighting and various alpha-based effects - sand, dust, smoke - really help to immerse the player in this challenging environment. Most of the large events are heavily scripted but still feel organic, upping both the spectacle and intensity of the action as the game progresses. The use of sand is also used to influence how combat scenes play out, so if you shoot out a pane of glass then the sand dunes beyond come crashing through, killing enemy soldiers and opening up a new path to follow. Light is shifted around, colours become distorted and enemies morph into silhouettes which blend into the chaos of the storm. On a basic level, sandstorms obscure the player's vision and serve to create large set-pieces in which key parts of the environment are destroyed. The Middle-Eastern setting also provides some entertainingly varied scenarios, with the use of sand and the ravaged environments giving players a variety of different gameplay options. Morally grey decisions taken by the player affect the characters, rather than just the outcome of the story, while the Call of Duty-style 'stop and pop' shooting is counter-balanced by some chilling scenes of cruelty towards fellow soldiers and Dubai's civilian population. It, much like SMAA 1x is totally useless on it's own until it's mixed with other methods (Like Downsampling).īut more importantly, I don't remember whether the game has built in FXAA or not either.With Spec Ops, Yager Developments and 2K Games have delivered a thought-provoking, intelligent third-person shooter - one which cleverly blends dark humour with a more serious side that depicts the horrors of war and the effects they have on the human psyche. I don't think the information belongs.Īs for FXAA, I don't really consider it.
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So unless you have personally tested it for MSAA to work with the flag given without having to change things in the. I think I ran out of characters to add that someone would need to test these to find the specific circumstances to make it work. So, I only removed information I KNEW to be completely 100% false and simply left a comment about requiring specific settings and what not. Putting it in my AA Spreadsheet at Guru3D is one thing since people can easily experiment and follow the information trail with common sense.īut things here need to be a bit more concrete wouldn't you say? But I don't remember those exactly, so I didn't think it was my place to put information I didn't know for sure worked 100%. I tested it myself a few years ago and do remember there being issues and specific circumstances. (Something like running the game at not the highest preset level) (I do remember things were different between the final retail and the demo builds in terms of what worked and what didn't) ini files and changing a certain setting for MSAA to work with the retail build. There was significant discussion in a German forum when the game first came out about having to unlock the encrypted. I did not put the information about the AA flag in my edit simply because I cannot remember enough to personally verify it works without fucking around with some stuff.