Jaffe defends attacks on Twisted Metal visuals
Recently, the online community has been on about attacking the visuals in the recently announced Twisted Metal for PlayStation 3. Looking at screenshots and video, I don’t see why. I’ve played the game and can say from experience that it looks great.
Jaffe is quick to defend himself on the attacks, though, sharing seven points on the visuals that you might want to read.
1) We deliver an anti-aliased, 720p, HDR experience. We support 1080p output (with noticeable improvement to UI elements). We’re not “sub HD” by any stretch of the imagination.
2) We’re still pre-alpha which means we aren’t even done writing graphics code let alone tuning the art content to go with it.
3) Many textures and shaders are pre-alpha quality and will be improved.
4) Most screenshots and video on the web were taken from video cameras rather than direct screen capture. They don’t represent even our current quality level.
5) We don’t want to drop our frame rate even though we have a megaton of action on the screen with dynamic physics and lighting (and eventually four player splitscreen!)
6) Our levels are large with very long draw distances. Everything you see is an interactive world, not simply static geometry. A lot of it is destructible.
7) We haven’t even shown our best stuff yet. If anything, we’ve only shown our oldest stuff, and our artists keeping discovering new ways to improve visual quality.
Nicely said, Jaffe. Nicely said.