More IQ Screenshots — Another Level
After speaking with several people about this issue from both AMD, Atari and other sources, I decided to test a second level of Shadow Ops as well. This time I am using the third level that takes place in a forest. Also note that this time we turned off AA and AF at the driver level to see if that makes any difference in terms of differentiating 32-bit from 64-bit.
LOWEST Detail Setting
The first thing you’ll notice on comparing these two shots is that the 64-bit version has an additional set logs that have fallen over the pathway. Because of this there is significantly more light coming from the distance in the 32-bit version, as it is blocked by the logs in the 64-bit version. You may also notice the rays of light that are coming down from the canopy are different — but these are VERY dependent on your point of view, and as we couldn’t get our screenshots exactly lined up, aren’t entirely comparable. However, it should be noted that the rays are not actual light sources, but instead are single textures drawn on the screen. When you walk under it and look up, you’ll see a completely flat ploygon.
It’s more difficult to tell in this lighting, but the gun textures look identical in both versions as do the textures immediately surrounding the character.
NORMAL Detail Setting
Again the major difference is the additional logs in the background on the 64-bit screenshot and though the lighting levels are a just slightly different, the gun detail and fauna detail seem to be the same quality again on both 32- and 64-bit versions.
HIGHEST Detail Setting
Our final screenshots show the same scene with all the detail levels maxed out. With the exception of the logs on the 64-bit version that aren’t in the 32-bit game, the quality levels of both look the same. The textures mapped to the gun and ground around the player look identical and there is no apparent improvement in visual quality in that regards.
Those shysters!
Those shysters!