> BFG actually had improved shadows, and more refined textures. But you must be comparing the original PC version to the 360, which is quite naive considering PC’s generally have much better specs. Comparing original PC to BFG PC, BFG looks slightly better, it’s barely noticeable, but it’s there. That was BFG’s problem, not enough of a difference. I felt almost cheated when I bought it, but I was alright since I got resurrection with it.
Even PC version was in some points downgraded: http://www.eurogamer.net/articles/digitalfoundry-whats-new-for-pc-doom-3-bfg-edition
> Now the torch is now firmly affixed to the player’s shoulder and accessible at will. Weirdly though, it doesn’t seem to cast shadows.
It was different engine (Id Tech 5), but BFG was conversion for consoles. Upon that they’ve made improved version for PC.
> As for prince of Persia, I never played either of those HD remakes, but I bet it’s a false comparison, since Halo 4 and Halo 3 have drastic differences in their engines. Those two were originally PS2 games, and they run on the same engine.
If you compare Sand of Times to The Two Thrones you see same kind of progress as between Halo 3 and 4 (especially when they’ve used PC assets for remaking PoP HD trilogy).
So what’s wrong with Halo 3? Sub-720p resolution and lack of any AA makes it look embarrassing not only compared to Halo 4, but even Halo CEA. However this will be solved as all games will be 1080p.
Why was Halo 3 sub-720p? Because it used very complex hdr lighting, one that’s absent in Halo 4. Sure Halo 4 had more detailed models (along with their animation), but both games will just look too different to make direct comparison (and there will be CEA too). It’ll be like comparing this busty, freckled redhead and that lovely ebony lady.
To be honest I don’t think that even Halo 2 Anniversary will stand out in comparison to HD remakes of 360 games. For something really standing out, we must wait for Halo 5:
- It will be made by 343i themselves (not outsorced to third party studio).
- It will make use of entire XBone’s hardware (not running 2 games at once).
- XBone itself will have actually bigger capabilities: http://www.eurogamer.net/articles/digitalfoundry-2014-metro-redux-what-its-really-like-to-make-a-multi-platform-game
> But Microsoft is not sleeping, really. Each XDK that has been released both before and after the Xbox One launch has brought faster and faster draw-calls to the table. They added tons of features just to work around limitations of the DX11 API model. They even made a DX12/GNM style do-it-yourself API available - although we didn’t ship with it on Redux due to time constraints.