my main memory of this game is this:
it killed my xbox i got on Christmas 2001. i had it for about a week, and while playing shrek my xbox shit out and refused to read the game or any others. walmart replaced the xbox and i NEVER played shrek again out of fear it would destroy the new one.
yeah, pretty amazing. i remember being really impressed with the shadows. i think they made a great effort trying to make it look like the movie, and honestly for 2001 it was close.
MSAA was on its deathbed anyway. You often can't use it in modern games even when they use forward rendering. It's just not compatible with complex fragment shaders, period.
I think it's made a comeback. There are some games that have gotten it working with deferred shading I think. I usually just set it to 2x though since any higher usually kills performance. I do remember on some mid 2000s games that turning on msaa would cause problems with transparency effects.
>There are some games that have gotten it working with deferred shading I think
You must be thinking of the new Deus Ex, and it's dogshit. Performance hits harder than ever, and it still won't do anything to solve shader aliasing.
Still, it's a shame that you can't get a super clean image without having to brute-force with supersampling anymore.
>There are some games that have gotten it working with deferred shading I think
You must be thinking of the new Deus Ex, and it's dogshit. Performance hits harder than ever, and it still won't do anything to solve shader aliasing.
Still, it's a shame that you can't get a super clean image without having to brute-force with supersampling anymore.
I think modern temporal AA solutions are vastly superior to MSAA (even 8x MSAA in the relatively simple HL2 environments didn't produce a completely stable image), but it depends A LOT on the implementation. Some games are basically a blur filter that looks worse than FXAA, whereas others have the sharpening tuned just right and look almost perfect.
DLSS can actually produce a rock solid image that's better than stock TAA. If you use it with a fake super sampling resolution then you get the benefits of the AA algorithm without any loss in base image data.
Blur vs sharpness vs stability vs aliasing will come down to personal preference on some level.
People will tell you that the gamecube rerelease is the best version, but that version CHUGs on console, even the wii.
It's shit compared to the Xbox version, which has soul
Its a pretty ok Sonic game.
>Tood McFarlane
They should have put Shrek in SC2 instead of Necrid
What I’ve seen of it in clips made it look about 10,000x more interesting than I could have ever imagined.
One of the best shrek games
Daily reminder that it had deferred rendering before it became mainstream in the 7th gen
the graphics look way better than is typical for the time, even the sequals look worse. I tried buying it buts its gone up in price.
It was literally the first game ever that had deferred shading.
my main memory of this game is this:
it killed my xbox i got on Christmas 2001. i had it for about a week, and while playing shrek my xbox shit out and refused to read the game or any others. walmart replaced the xbox and i NEVER played shrek again out of fear it would destroy the new one.
yeah, pretty amazing. i remember being really impressed with the shadows. i think they made a great effort trying to make it look like the movie, and honestly for 2001 it was close.
thanks for killing antialiasing I guess
MSAA was on its deathbed anyway. You often can't use it in modern games even when they use forward rendering. It's just not compatible with complex fragment shaders, period.
I think it's made a comeback. There are some games that have gotten it working with deferred shading I think. I usually just set it to 2x though since any higher usually kills performance. I do remember on some mid 2000s games that turning on msaa would cause problems with transparency effects.
>There are some games that have gotten it working with deferred shading I think
You must be thinking of the new Deus Ex, and it's dogshit. Performance hits harder than ever, and it still won't do anything to solve shader aliasing.
Still, it's a shame that you can't get a super clean image without having to brute-force with supersampling anymore.
I think modern temporal AA solutions are vastly superior to MSAA (even 8x MSAA in the relatively simple HL2 environments didn't produce a completely stable image), but it depends A LOT on the implementation. Some games are basically a blur filter that looks worse than FXAA, whereas others have the sharpening tuned just right and look almost perfect.
DLSS can actually produce a rock solid image that's better than stock TAA. If you use it with a fake super sampling resolution then you get the benefits of the AA algorithm without any loss in base image data.
Blur vs sharpness vs stability vs aliasing will come down to personal preference on some level.
>Made by DICE before Battlefield was a thing
>First game to use deferred rendering
>Basically went to town with the DX8.1 API
Pure soul
I love ShreXbox
>McFarlane
Damn, they got the creator of Family Guy to be a part of this?
I once saw a shattered disc of this game in the street