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Alan Wake is a psychological thriller set in the American Northwest. A best selling writer hasn't managed to write anything in over two years. His wife brings him to Bright Falls to recover his creative flow. But when she vanishes without a ...
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09-07-10 Review for Xbox 360
Latest news
02-02-12 Alan Wake on PC in 2 weeks
12-14-11 Alan Wake coming to PC
12-07-11 Remedy: 'Wake on XBLA is NOT Wake 2'
12-05-11 Alan Wake on XBLA = Alan Wake 2?
05-19-11 New Alan Wake is Night Springs?
11-15-10 Alan Wake soon on Games on Demand
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Alan Wake 720p all over
Posted on Monday, 19 April 2010 by Speed, source: Alan Wake Forums
Following rumours that Remedy Entertainment's Alan Wake wouldn't be running at 720p throughout the entire game, the forums have been updated with a message from Markus Mäki, Director of Development, making Swiss Cheese from those rumours:
"Modern renderers don't work by rendering everything to a certain final on-screen resolution, but use a combination of techniques and buffers to compose the final detail-rich frames, optimizing to improve the visual experience and game performance.
Alan Wake's renderer on the Xbox360 uses about 50 different intermediate render targets in different resolutions, color depths and anti-alias settings for different purposes. These are used for example for cascaded shadow maps from sun & moon, shadow maps from flashlights, flares and street lights, z-prepass, tiled color buffers, light buffers for deferred rendering, vector blur, screen-space ambient occlusion, auto-exposure, HUD, video buffers, menus and so on. In the end all are combined to form one 720p image, with all intermediate buffer sizes selected to optimize image quality and GPU performance. All together the render targets take about 80 MB of memory, equivalent in size to over twenty 720p buffers."
Alan Wake's renderer on the Xbox360 uses about 50 different intermediate render targets in different resolutions, color depths and anti-alias settings for different purposes. These are used for example for cascaded shadow maps from sun & moon, shadow maps from flashlights, flares and street lights, z-prepass, tiled color buffers, light buffers for deferred rendering, vector blur, screen-space ambient occlusion, auto-exposure, HUD, video buffers, menus and so on. In the end all are combined to form one 720p image, with all intermediate buffer sizes selected to optimize image quality and GPU performance. All together the render targets take about 80 MB of memory, equivalent in size to over twenty 720p buffers."
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