![]() Hence they have given the colors and color type their right type of characteristic versus real-life.Īs for reflections by the cubemaps I assume (dont know though how many sides they are made up of) medium is 512x512 and should be equal to console version, high is 1024x1024 and very high is 2048x2048 res. I believe teh PC version sports better/more advanced shaders to create beliavable color tone and color surface properties without the need to resort to heavy use of specular strength to cover the "flaw". I personally would have never have thought about the fact the car classes would have different strength reflections and it is just another example of how much detail has gone into this game and especially the PC version. It makes sense really a naff old taxi cab isn't going to be as reflective as an expensive sports car. But it is great to get a bit of information on why there is a difference. Like many others on here I too had noticed some cars were "more" shiny, never bothered me all that much. Well I think we all just got "PWNED" by Rockstar Toronto there. On PC we were able to have different effects for different classes of car and dirt levels which is why on some cars like Romans Taxi you will not see the reflections you would see on an Infernus for example. ![]()
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