Forum Discussion
By "animosity" I was referring to this part:
@Halpen4 wrote:These things have nothing to do with restraints of hardware power, give me a break! Your explanation is way over complicating the real issue!!
Didn't sound chill in my book.
Anyway, that's beside the point. By dynamic resolution and "hardware power" I was referring to this:
Specifically what Linus refers to when he goes on to talk about MIP Mapping at the 2:40 mark. Not exactly what the game is using, but you get the gist.
Dynamic resolution is a commonplace technique these days and Digital Foundry shows on their review:
If it was only a matter of a "low pixel graphical design" from the get go, shouldn't those textures look pixelated as shown by OP all the time?
That's not the case. My Red Bull decals on the halo looks like this (pic below), nowhere near as bad as OP's, and I'm on PS5:
And it's not like I have different texture files as him.
Hence my mentioning of the lower res versions of those textures not being up to par, or the dynamic res being too aggressive and kicking in even when the game can still hit its performance benchmarks.
So it's like the game prints the thumbnail version of the graphic because it thinks the performance will drop if it keeps the full res version on.
@mariohomohOh and for the record can you explain with your theory why is evey livery on the halo in perfect high quality, with the only exception being all of the newly added liveries? So ya, my red bull livery looks good too, but not if it's the added "Miami" red bull livery! Guess what my McLaren in game released livery looks great, hmmm, but not the newly added McLaren triple crown livery! Huh, so what does all this have to do with game hardware? No really... It can choose to make older liveries look really good, but just not any newly added ones?