"Whenever you find that you are on the side of the majority, it is time to reform."
- Mark Twain
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Query FailedHumus
Tuesday, July 3, 2012

For the record, this post was about anti-aliasing. But ignoring that, overall JC2 received favorable reviews, with the PC version in fact getting better metacritic rating than the consoles (PC: 84, PS3: 83, 360: 81). It was also widely regarded as a NOT a console port, but a well made PC version.

With that said, any multi-platform game will likely have some amount of consolitis for the PC version, just like the console versions will suffer some compromises from sharing code with a PC target. For instance, as you said, I know we had some input issues. Certainly some general issues for all platforms, but also some PC specific in particular, for instance the KB/Mouse controls were never tweaked as carefully as the gamepad controls. Of course, a gamepad on PC was still the best experience, but for those playing on KB/Mouse, there were indeed some complaints on the forums. I never heard much complaints about input lag, but "negative mouse acceleration" was a common complaint. Maybe this is what you're referring to? If you're coming from a FPS background this could very well be a problem.

Stephan
Tuesday, July 3, 2012

You can't trash talk other games by using the word consolitis when your own game had a ridiculous amount of input lag when the framerate drops under 40 fps.

Pretty safe to assume that the horrible laggy aiming for everyone without a top end computer did more damage to the success of the game than a lack of AA support ever would.

Greg
Tuesday, June 26, 2012

...looking again at my proj matrix code makes me realize that the 4th row reflects indeed what you are saying

Tisten
Tuesday, June 26, 2012

Switching from alpha blend to alpha to coverage at 4xMSAA doesn't look as good but at least let you avoid depth sorting...

Can't decide what I dislike the most, depth sorting or having few alpha levels.

Greg
Tuesday, June 26, 2012

...looking again at my proj matrix code makes me realize that the 4th row reflects indeed what you are saying

Greg
Tuesday, June 26, 2012

Really ? I understand z but thought w had some magic in it - and actually never used it for any purpose... I guess I need to have a look at my "constant screen size particles" shader again
Thanks for the explanation !

Humus
Tuesday, June 26, 2012

W is easy to understand. It's Z that's weird. W is just plainly the distance along the view vector. One unit in front of the camera W is 1, two units forward it's 2. But Z on the other hand is this weird scale and bias of W such that Z/W becomes 0 at the near plane and 1 at the far.

Greg
Tuesday, June 26, 2012

OK, makes sense regarding the FOV. Looking stupid once again

I think I need to exactly understand what W means in projected space, actually, what it means geometrically (apart allowing projection by dividing with w).

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