- #RESIDENT EVIL 5 PC GUIDE FULL#
- #RESIDENT EVIL 5 PC GUIDE CODE#
- #RESIDENT EVIL 5 PC GUIDE PS3#
- #RESIDENT EVIL 5 PC GUIDE SERIES#
#RESIDENT EVIL 5 PC GUIDE PS3#
However, things are slightly odd on the PS3 version of Resident Evil 5 in that the anti-aliasing can turn on and off again at any given point, seemingly when the engine seemingly isn't being stressed at all. On PS3, however, the Quincunx effect is either on, or off.Īs it happens, Killzone 2 uses exactly the same technique. So on Xbox 360, it's reduced from 4x down to 2x, before being removed completely. The idea here is that the gameplay is sufficiently intense that you won't notice a momentary reduction in edge-smoothing. According to Capcom's own figures, this can result in a 20 per cent performance boost when the game needs it. Rather than drop frames, the engine tones down the anti-aliasing instead. The cleverness kicks in when the engine is stressed. On a like-for-like basis, this means that the 360 has clearer visuals (2x QAA blurs every texture) but edge-smoothing is very similar. It runs at native 720p, and employs the use of full-on 4x multisampling anti-aliasing on Xbox 360, while using the 2x Quincunx technique on PS3. Smoothing off the EdgesĬapcom's Framework MT engine uses some very useful tricks in maintaining image quality. In this case, a whopper 4.8GB of your hard drive, taking ten minutes to transfer from the Blu-ray disc, up against the optional 6.7GB of the NXE installed 360 version. Right off the bat, it's worth saying that Resident Evil 5 on PS3 is a much more impressive conversion than Lost Planet, but it does still share some of its shortcomings: the frame-rate is lower on stressful scenes, there are a few missing special effects, and in common with all the previous games based on the same platform, it requires a big install. There's also more video love at the Digital Foundry blog. Go check them out in our Resident Evil 5 comparison gallery.
#RESIDENT EVIL 5 PC GUIDE FULL#
In addition, as is the norm with the Eurogamer face-off coverage, there are full range 24-bit RGB grabs purloined from the HDMI ports of both consoles. As usual, the action's been slowed down to retain detail, and cropped so that one pixel in the Eurogamer player equates to one pixel on your HDTV. However, Lost Planet suffered pretty badly on PS3, exhibiting poorer visual quality and a decidedly lower frame-rate - despite arriving a year after its 360 sibling.Ĭapcom has clearly learned a lot of lessons since then, as initial impressions of Resident Evil 5 aren't bad at all, as you can see in the video below. Devil May Cry 4 scaled back a lot of Framework MT's effects in order to make 60fps viable (the technology is designed primarily for 30fps games) and it's one of the closest conversions we've seen. Its cross-platform performance has been somewhat variable. It's also worthwhile noting that the PS3 version of the engine only began development around a year after the 360 version was up and running. What's more, those stats date back to 2006, meaning there's every chance that Capcom has since improved and refined upon the technology.
Each frame is comprised of between three and four million polygons, meaning a peak throughput of an astonishing 120m polygons per second. This is a barebones version though, used for reference, and requires quite a lot of additional work before being ready for release as a commercial product - which may explain, in part, why we have to wait a while yet until Resident Evil 5 hits PC.įrom official figures released at CEDEC by the developer, we also know a fair amount about the performance of the engine too.
The advantage of Framework MT is that although the focus is on console, Capcom also gets a PC version effectively for 'free'.
#RESIDENT EVIL 5 PC GUIDE CODE#
Game development work starts on PC, and from there the code is easily ported to either the Xbox 360 or PlayStation 3, where platform-specific optimisations are coded in. And, amazingly, fewer than ten developers at Capcom's Japanese HQ created it. For example, the MT stands for Multi-Target, Meta Tools and Multi-Threaded.
#RESIDENT EVIL 5 PC GUIDE SERIES#
Due to a series of presentations made at CEDEC 2006, reported in depth by the Japanese press and translated on the invaluable Beyond3D forum, we actually know quite a lot about this technology. However, its earliest origins go back further to the Onimusha 3 era on PlayStation 2. The technology behind Resident Evil 5 is Capcom's very own Framework MT engine, which debuted on Xbox 360 as the workhorse behind Dead Rising. The good news is that both Xbox 360 and PS3 games are worth serious consideration, but only one version will emerge triumphant from the uncompromising scrutiny of the Eurogamer Thunderdome. Resident Evil 5 might not be quite the gaming masterpiece we were hoping for, but there are still plenty of reasons you should consider adding it to your gaming arsenal: excellent visuals, Resi 4-esque gunplay love, and a hugely enjoyable online co-op mode.