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 Post subject: Re: Dead Space 2
PostPosted: 10 Feb 2011, 23:03 
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Joined: 07 Jul 2007, 23:55
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Do those overhead lights flicker? Cause the lighting is different in the shots.


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 Post subject: Re: Dead Space 2
PostPosted: 11 Feb 2011, 18:39 
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Joined: 05 Oct 2008, 05:49
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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


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 Post subject: Re: Dead Space 2
PostPosted: 16 Feb 2011, 09:36 
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Joined: 11 Apr 2010, 01:51
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didnt work for me 3600x1920... Outside monitors go black and cant navigate the menu :(


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 Post subject: Re: Dead Space 2
PostPosted: 18 Feb 2011, 05:04 
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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.

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 Post subject: Re: Dead Space 2
PostPosted: 18 Feb 2011, 06:18 
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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?

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 Post subject: Re: Dead Space 2
PostPosted: 18 Feb 2011, 06:32 
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Joined: 05 Oct 2008, 05:49
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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


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 Post subject: Re: Dead Space 2
PostPosted: 18 Feb 2011, 06:37 
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[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

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 Post subject: suiken_2mieu
PostPosted: 23 Sep 2011, 03:28 
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[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


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 Post subject: geniv2
PostPosted: 24 Sep 2011, 11:40 
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[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.

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