Eurogamer's Digital foundry has done a piece about Quake 2 on the Xbox 360.
[ame=http://www.youtube.com/watch?v=22OSOQvYXVw][60fps] Quake 2 on Xbox 360: The First 1080p60 Console Remaster?[/ame]
An excerpt :
"Quake 2 seemingly uses full 16x anisotropic filtering to further refine the clarity of its textures at oblique angles. Delivering such a clean image at a near perfect 60fps is a great achievement considering the fact that it was just a bonus disc with a low budget behind it. There's no doubt that the Quake 2 engine's support for OpenGL, Glide, PowerSGL, and software backend helped make this port to DirectX a bit easier than the (then) OpenGL-only idTech 4 engine powering Quake 4. Remarkably, Quake 2 delivers - quite possibly - the single cleanest image output we've seen on the Xbox 360. Of course, the lack of complex shaders and materials helps keep aliasing at bay, but the results remain impressive nonetheless.
If we stopped there, Quake 2 would still be an excellent port, but the improvements go further - for instance, character textures are displayed at full resolution on Xbox 360. The original PC OpenGL version downsamples character art to the next lowest power of two, while the Xbox 360 port simply uses the textures as they were originally stored, giving the impression of slightly increased detail. The option to sidestep this appears in a number of other source ports but it wasn't present in the original Quake 2 code. Animation is also improved thanks to a rewritten GPU-accelerated interpolation method that uses a vertex shader to blend two vertex streams together."
Interesting stuff if you are that way inclined plus Quake4 for the 360 can be hunted down quite cheaply online, just make sure you get the version with the bonus disk.
[ame=http://www.youtube.com/watch?v=22OSOQvYXVw][60fps] Quake 2 on Xbox 360: The First 1080p60 Console Remaster?[/ame]
An excerpt :
"Quake 2 seemingly uses full 16x anisotropic filtering to further refine the clarity of its textures at oblique angles. Delivering such a clean image at a near perfect 60fps is a great achievement considering the fact that it was just a bonus disc with a low budget behind it. There's no doubt that the Quake 2 engine's support for OpenGL, Glide, PowerSGL, and software backend helped make this port to DirectX a bit easier than the (then) OpenGL-only idTech 4 engine powering Quake 4. Remarkably, Quake 2 delivers - quite possibly - the single cleanest image output we've seen on the Xbox 360. Of course, the lack of complex shaders and materials helps keep aliasing at bay, but the results remain impressive nonetheless.
If we stopped there, Quake 2 would still be an excellent port, but the improvements go further - for instance, character textures are displayed at full resolution on Xbox 360. The original PC OpenGL version downsamples character art to the next lowest power of two, while the Xbox 360 port simply uses the textures as they were originally stored, giving the impression of slightly increased detail. The option to sidestep this appears in a number of other source ports but it wasn't present in the original Quake 2 code. Animation is also improved thanks to a rewritten GPU-accelerated interpolation method that uses a vertex shader to blend two vertex streams together."
Interesting stuff if you are that way inclined plus Quake4 for the 360 can be hunted down quite cheaply online, just make sure you get the version with the bonus disk.
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