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Comments with -5 or lower "thumbs" are removed from display.
Otherwise fair comments made by Nintendo there. Shame that developer had to break professionalism, though.
What X360 game doesn't run at 720p?
Since you're so knowledgeable, CRUNK JUICE (so hard to take you serious with that name) give me some examples.
Either way, it runs at 720p, but not natively.
-Bungie
Also, your lovely little quote does nothing but admit that the 360 wasn't capable of 720p natively
GG.
And I love that list, Crunk Juice.
Split alternate frame rendering isn't new, it's a method dating way back to the mid/late 90's I'd say it seems that by splitting the video memory as such that Bungie capped themselves on how high they could go. There are many solutions to HDR rendering, although with MS on their backs maybe they didn't have enough time to really explore all the different methods out there to accomplish the same effect without the sacrifice.
Regardless doing SAFR on a single GPU is a bit odd of a choice and almost overkill to accomplish something that could have been tackled with more invested time.
In the end I have no direct information on what methods they wanted to explore if they were just trying to use a median luminance, what their histogram threshold was, how they dealt with bright pixels in regard to tone mapping results and so on. But from what other developers have published in the field, it's possible without going out on the limb to force it together over two buffers. There was no need to go the excess step on the GPU and force it to do yet another pass to clean up the LDR before going out. Regardless of "well we weren't satisfied" there are other options that work but just like anything they need invested time.
In the end, all this "not your typical 640p" stating means nothing. Of course it's not your typical HDR, it's using an excess pass to render again while reducing the memory overhead in the process as a sacrifice to make up for either a lack of time to properly correct the HDR or just to cut a corner. It doesn't make it better, it's not like the 360 was using a hidden secondary GPU to do it.
A note for those going on about how incapable the 360 is, many companies have already adjusted for the linear sRGB curve and this year there have been publications released to the public so that future devs can release games with proper dynamic range lighting with a fraction of the hassle involved for the console. It's not a case of a system being incapable, it's developers not spending enough time learning the hardware and how to adjust for it. No hardware is perfect, even the PS3 needs special consideration in multi-threading because of the 256kb cache on the SPU's.
Tony Hawk's Project 8 - 1040×585 (with 4XAA)
Perfect Dark Zero - 1152×640
Halo 3 - 1152×640
Call of Duty 3 - 1120×630
Project Gotham Racing 3 - 1024×600 (2xMSAA)
Tomb Raider Legend - 1024×600 (2xMSAA)
Tony Hawk's Proving Ground - 1280×720
Skate - 1280×720 (4x AA)
The Darkness - 1280×720
Call of Duty 4 - 1024×600 (2x AA)
Elder Scrolls: Oblivion - 1024×600
Virtua Fighter 5 - 1024×1024
And that quote you gave from Bungie just really shows how incapable the 360 is.
The Darkness - 1280x720
Skate - 1280x720 (4x AA)
1280x720 is 720P... your point apparently is titles that aren't native 720 or 1080.
The resolution lists are quite easy to access. (Beyond3D was nice enough of a source this time)
PS3:
Army of Two = 685p
Call of Duty 3 (screenshot) ~ 1088x624 (2x AA)
Call of Duty 4 = 1024x600 (2x AA)
Conan (demo) = 1024x576 (no AA)
Def Jam Icon (screenshot) = 1152x648 (no AA)
GT5 Prologue (demo) = 1280x1080 (2x AA)
Guitar Hero 3 = 1040x585 (no AA)
Jericho (demo) = 996x560 (2x AA)
MX vs ATV (demo) = 1024x576 (no AA)
Pirates des Caraibes (screenshot) = 768x1080 (no AA)
Ratchet & Clank: Tools of Destruction = 1280x704 (2xAA, centered on 720p output)
The Darkness (demo) = 1024x576 (no AA)
Tony Hawk's Proving Ground (demo) = 1024x576 (no AA)
Transformers (screenshot) = 960x1080 (no AA)
Virtua Fighter 5 (screenshot) = 1024x1024 (no AA)
WWE 08 (screenshot) = ? 640x720 ? (2x AA)
Xbox 360:
Call of Duty 3 (screenshot) = 1040x624 (2x AA)
Call of Duty 4 (screenshot) = 1024x600 (2x AA)
Conan (demo) = 1024x576 (no AA)
Fifa 2006 (demo) = 1024x576 (2x AA)
Fifa 2007 (demo) = 1200x675 (no AA)
Halo 3 = 1152x640 (no AA)
MotoGP 2006 (screenshot) = 1280x1024 (framebuffer grab from AVS Forum member)
NCAA Football 08 (demo) = 1024x600 (2x AA)
Oblivion (screenshot) = 1024x600 (2x AA)
Perfect Dark Zero (demo) = 1152x640 (no AA)
Pro Evolution Soccer 6 (demo) = 1024x576 (2x AA)
Project Gotham Racing 3 (demo) = 1024x600 (2x AA)
Ridge Racer 6 (demo) = 1440x810 (no AA)
Tomb Raider Legend (demo) = 1024x600 (2x AA)
Tony Hawk's Project 8 (screenshot) = 1040x585 (2x AA)
Virtua Figther 5 (demo) = 1024x1024 (4x AA)
Amazing, they share a remarkable amount of titles not meeting official spec. D:
Please show both sides next time around.
Odd, 1 vs 3 1st party titles. Doesn't seem like much to get your undies in a twist over given that 2 of the titles are launch titles from 2005. Again, show both sides.
Had I a clue about what DiRT was running I'd try to dump insight but I don't follow the series much anymore.
I'd suggest actually researching tech documents from developers on the systems before boiling off and making claims about a system being under-whelming. The 360 has a linear sRGB curve but it's nothing that ends up being the end of the world. The fact that most developers have adjusted for this for quite some time and that tech papers are out about it for free use seems to indicate that the problem has been addressed in bringing titles over that have been built on the PC as opposed to through the SDK. Until you actually have something to back that up with, I'd suggest avoiding those statements. My prior statements on the 640P Halo 3 Double Frame buffer are merely about the shortcomings of a developer, not of a system nor are they about the hardware inside.