Microsoft released the second developer diary of Halo Wars, this time explaining how the developers managed (and succeeded if I might add) to integrate the Halo universe into a RTS game.
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All comments (19)
If you dont like a game, then fuck the hype and pass.
If you ask me, this one looks like fun...
Programming is typically a game of sacrifice. To gain one thing, you have to compromise somewhere else. There are usually reasons why certain things don't get fixed. I can promise you that the people who are smart enough to program and design a game like this are well aware of the tearing. They also know of 1000 other more important bugs that they had to fix that you would otherwise have been griping about. It's probably left in there because they didn't want to sacrifice something else. It's all about balance. In the real world there are deadlines and goals. You can't spend forever polishing and polishing a game over small details that the average person won't notice. These are real peoples' lives and finances that go into this stuff. It's not simply for the sake of your personal enjoyment, believe it or not.
Also if you ask me, this game has had very little hype, honestly... especially for a Halo related game.
If you have played e.g. any splinter cell or saw this video and havent noticed any tearing, than I'd like to have your tearing-resistent eyes...
P.S. agree with zomfg.
Its all about balance and yes, the game has no hype yet.
I like Halo and Age Of Empires but until those dev-vids I didn't really care about this game.
OXM rated it 9/10, so imo they should start hype it more.
The seemed to have polished it long enough...
edit: After watching the video I can't say I've seen much tearing. It's not even distracting.
That's how much I care about the tearing issue. I personally have DL every video I can find and I haven't noticed it on any one of them so either I'm blessed- or your screen isn't updating correctly.
Either way- 6 hrs. and 23 minutes.
In essence, while it can look annoying, screen tearing is a GOOD thing, it means that the game runs utterly fluidly.
Some games choose to ignore vsync because with some graphics engines vsync (which locks the framerate down to match your screen's refresh rate) actually has a framerate impact so big that the game would start to chug instead.
Anyone who's ever played a PC game or anything other than consoles already knows this :p Tearing has nothing to do with the game being "in a bad state", it simply is the effect of an excessive framerate. If anything you should ask the devs to jam in a few more special effects to keep the framerate lower if they dont activated vsync for whatever reason.
I dont know about you, but i prefer screen tearing to chuggy framerate drops.
In essence, while it can look annoying, screen tearing is a GOOD thing, it means that the game runs utterly fluidly.
Some games choose to ignore vsync because with some graphics engines vsync (which locks the framerate down to match your screen's refresh rate) actually has a framerate impact so big that the game would start to chug instead.
Anyone who's ever played a PC game or anything other than consoles already knows this :p Tearing has nothing to do with the game being "in a bad state", it simply is the effect of an excessive framerate. If anything you should ask the devs to jam in a few more special effects to keep the framerate lower if they dont activated vsync for whatever reason.
I dont know about you, but i prefer screen tearing to chuggy framerate drops.
At least ID Software is still on the 60FPS bandwagon, props to them.
I personally don't find screen tearing an issue in slow and/or dark games. But in fast paced and/or bright games it can have a serious impact on image quality. Unfortunately, vsync (which is used to remedy the screen tearing problem) can have a serious impact on performance, increasing latency on user input as well, especially if triple buffering is used. Triple buffering (can prevent framrate drops when vsync is enabled) also requires more vram, which isn't something consoles have a lot to of to spare.
On PC games you often have the choice to enable/disable vsync, on console games the only thing we can do is to trust that the developers makes the right choice. While optimizing the game can reduce the risk of serious framerate drops you can only go so far when already pushing the hardware to it's limits.
A simple "solution" would be to introduce a VSYNC ON/OFF option in every (infected) game so players can decide what they want: slowdown or tearing. Bioshock and Saints Row did it, and those were high profile titles. A true solution of course would be an industry standard of minimum 30 fps with VSYNC enabled for consoles (with 60 fps still as main goal).
Have to admit that these games really dont appeal to me, but the dev diary always manage to convince me.