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Dead Space 2
Posted: 02 Feb 2011, 00:32
by Mach1.9pants
Hi all, a lot of my clan mates are saying this is better than the first one so has anyone tried it MM?
Re: Dead Space 2
Posted: 02 Feb 2011, 00:44
by thales100
Yes, its better than the first, and looks great, ive posted almost 100 screenshots (5040x1050, maxed + 8xAA) here --> http://www.widescreengamingforum.com/forum/viewtopic.php?f=58&t=22041
Re: Dead Space 2
Posted: 02 Feb 2011, 01:03
by Mach1.9pants
Thanks mate, is that native support?
Re: Dead Space 2
Posted: 02 Feb 2011, 11:10
by thales100
Thanks mate, is that native support?
Yep, out of the box.
Re: Dead Space 2
Posted: 02 Feb 2011, 19:07
by Mach1.9pants
Cool, just like DS1... sold :)
Re: Dead Space 2
Posted: 03 Feb 2011, 12:04
by Unknownsock
Yea almost perfect support, and a hell of alot better than the first.
Only bugs I've seen/noticed are some of the main menu's are very transparent and unreadable.And the last boss which is all transparent, seems to be an issue with some masking effects.
Re: Dead Space 2
Posted: 03 Feb 2011, 14:10
by thales100
Only bugs I've seen/noticed are some of the main menu's are very transparent and unreadable.And the last boss which is all transparent, seems to be an issue with some masking effects.
Yes, only these two issues, all rest is perfect.
Re: Dead Space 2
Posted: 07 Feb 2011, 03:09
by Mach1.9pants
Anyway to change FoV? To stop motion sickness!
Re: Dead Space 2
Posted: 09 Feb 2011, 23:56
by geniv2
not sure what it is called but.
in eyefinity mode (ultra widescreen)
some objects/effects don't show up until you get very close to them wheres in normal widescreen you see the effect from afar.
ex. in one part of the game there's a fire and in eyefinity mode u don't see it until you get up close..
but in normal widescreen you see it from a far like normal.
here's an example:
normal
eyefinity
I hope there's a fix for that as it distract from the overall visual quality and atmosphere..
now it's a dilemma. visual fidelity or ultra wide
Re: Dead Space 2
Posted: 10 Feb 2011, 18:40
by CY:G
I just experienced the same problem as geniv2, there is a section with a huge neon panel and if you stare at it from a distance it is only a little square, as you move the camera around it starts to show the whole panel, it also affects the lightning and shadows the panel generates, i hope there is a solution sometime soon :(
Re: Dead Space 2
Posted: 10 Feb 2011, 23:03
by Tanuki
Do those overhead lights flicker? Cause the lighting is different in the shots.
Re: Dead Space 2
Posted: 11 Feb 2011, 18:39
by geniv2
Do those overhead lights flicker? Cause the lighting is different in the shots.
I first noticed that when I posted the screenshots.
no the light doesn't flicker but the lighting quality seems BETTER on the non eyefinity resolution too.
the light on the eyefinity resolution seems . dimmer and not as "vibrant or dynamic" (for lack of words)
I wonder if it is the same with DS1? anyone care to do a comparison.
hopefully there will be a patch for DS2 that fixes this
Re: Dead Space 2
Posted: 16 Feb 2011, 09:36
by B3NJ1
didnt work for me 3600x1920... Outside monitors go black and cant navigate the menu :(
Re: Dead Space 2
Posted: 18 Feb 2011, 05:04
by suiken_2mieu
It's something stupid that's in engine. There's a certain max amount of objects that can be displayed on screen. this happens in Batman Arkham Asylum.
Re: Dead Space 2
Posted: 18 Feb 2011, 06:18
by MobsterOO7
It's something stupid that's in engine. There's a certain max amount of objects that can be displayed on screen. this happens in Batman Arkham Asylum.
Yes, but wasn't there one part of the game where an essential platforming section was literally impossible because an object you had to grapple on didn't appear?
Re: Dead Space 2
Posted: 18 Feb 2011, 06:32
by geniv2
It's something stupid that's in engine. There's a certain max amount of objects that can be displayed on screen. this happens in Batman Arkham Asylum.
I didn't know both games use the same engine. interesting.
I wonder if there's a hex edit or way to increase that number
Re: Dead Space 2
Posted: 18 Feb 2011, 06:37
by suiken_2mieu
[quote]It's something stupid that's in engine. There's a certain max amount of objects that can be displayed on screen. this happens in Batman Arkham Asylum.
I didn't know both games use the same engine. interesting.
I wonder if there's a hex edit or way to increase that number
I don't think they are, but i've seen it in other games as well.
EDIT: Notably Dragon Age
suiken_2mieu
Posted: 23 Sep 2011, 03:28
by geniv2
[quote][quote]It's something stupid that's in engine. There's a certain max amount of objects that can be displayed on screen. this happens in Batman Arkham Asylum.
I didn't know both games use the same engine. interesting.
I wonder if there's a hex edit or way to increase that number
I don't think they are, but i've seen it in other games as well.
EDIT: Notably Dragon Age
it's been over 6 months since I played the game..
have that issue been fixed in any patches then?
kinda sucks to have to choose between triple screen with missing objects or single screen with full detail/objects
geniv2
Posted: 24 Sep 2011, 11:40
by dopefish
[quote]Do those overhead lights flicker? Cause the lighting is different in the shots.
I first noticed that when I posted the screenshots.
no the light doesn't flicker but the lighting quality seems BETTER on the non eyefinity resolution too.
the light on the eyefinity resolution seems . dimmer and not as "vibrant or dynamic" (for lack of words)
I wonder if it is the same with DS1? anyone care to do a comparison.
hopefully there will be a patch for DS2 that fixes this
A lot of games calculate lighting based on the screen itself. Therefore when using a much wider aspect-ratio, there is more being displayed and the lighting is taking more things into effect. Sometimes a lighting filter will act more like a "film" placed over the camera's lens, causing everything to have a certain hue, tint, or other desired effect.
As for the objects disappearing, that typically has to do with back-face culling, clipping, or occlusion culling. It's something that would have to be fixed within the game code itself, and is not really something a user could hack into the engine.