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Split Second Save Game
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Split/Second is an intense action racing game set in a reality TV show. Competitors compete to be the first to cross the finish line in a set designed to explode. Players can collide with other vehicles to throw them off the track, they can also cause catastrophic events that change the dynamics of the race.
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About this game Split/Second is an intense action racing game set in a reality TV show. Competitors will compete to be the first to the finish line in a made-for-TV urban platform designed to explode with the ultimate goal of becoming the season’s champion. Players in Split/Second can collide with other vehicles to send them off the track, they can also cause catastrophic events that drastically change the dynamics of the race. Players must use perfect timing to eliminate massive structures and large TV cutscenes, tactically change tracks or create entirely new routes.
The City Is Your Weapon – Triggers explosions, catastrophic events lined up on the track that drastically change the dynamics of the race.
Every Lap Is Different – Use perfect timing to eliminate massive structures and large TV cuts, tactically change tracks or create an entirely new course.
Turco, Modano Lead Stars Past Wild
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You can use this widget builder to generate a bit of HTML that can be embedded on your website so that customers can easily purchase this game on Steam. But we know there was an error in our original article saying that the PS3 version of the game doesn’t have any anti-aliasing, when in fact it has 2xMSAA like the 360 version. Our reasoning behind this is that the constant sharp lines on the PS3 version make it look bad as if there is no AA. When you think about it, it was the high-contrast nature of the game that was really causing the problem, causing problems for MSAA to generate good samples for the antialiasing to work. We found this in our original article (highlighted in bold) about 360 games, and it still appears below in our latest version, but we couldn’t find this as a reason on the PS3 version. That said, given the information above, it doesn’t change my initial feelings about the two versions in any way. We apologize for any errors and strive to maintain the accuracy of all content we provide. However, we are only human, and even the best of us can make mistakes. Here is our updated and republished article.
When BlackRock Studios first brought the critically acclaimed Pure to consoles last year, it was a shining example of how to approach cross-platform development. Highly optimized for the strengths and weaknesses of both platforms, it is largely identical, with only subtle differences between the two that are barely noticeable unless the two versions are side by side.
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For Split Second, the good team at BlackRock seems to have done an almost excellent job, with very low concessions to each platform, and the differences are again barely perceptible, perhaps due to the less successful use of the PS3 version. AA and 360 images are a bit blurry.
Oddly enough, it’s the PS3 that initially seems to have arguably the superior version this time around, at least on paper. Further inspection shows, however, that things are not so clear cut. While the PS3 build is indeed the sharpest, it also has some post-replay processing effects and what appears to be very little to reduce jaggies through the use of MSAA.
In games like Split Second – where high-contrast edges are everywhere – AA 360’s use isn’t as flawless as it’d like, with jags appearing at certain points, but nowhere near as far as the PS3 version: when. But removing more sharp lines does make a difference in gameplay, though not enough to make either version a clear winner early on.
So that’s the point. Now, let’s dive into that important detail as we take a closer look at both versions of the game.
It Takes Two
When it comes to rendering resolution, the PS3 version takes the lead with a crystal clear 720p display. It’s full 1280×720 on the Sony platform, and 1280×672 for 360 games. Both seem to use the standard 2xMSAA (multi-sampling anti-aliasing) issues common to most titles on MS machines, although the inclusion of the PS3 build does little to help. to reduce aliasing.
From the screenshots on this page, it’s pretty clear that the overall PS3 build is better than the 360 version. But the reason behind this is not as simple as you might think. Of course, the lower resolution of the 672’s 360 build affects how sharp the final image will be, although as we’ve seen with Splinter Cell and to a much lesser extent Alan Wake, scaled images can still look better. clean and without artifacts. And it seems with the latest BlackRock, the moves are quite drastic.
The upgrade looks pretty good, and there seems to be just a bit of smoothness from this process. This can be very hard to tell, as the game makes heavy use of a post-screen blur effect that distorts the entire image. Fortunately, we can still see that despite the post-processing, the overall image composition is still better than the PS3 version in terms of raw sharpness.
Unfortunately, this raw sharpness is matched by what seems to be a lack of anti-aliasing gestures – only enhancing the game’s already noticeable jagged lines, as the PS3 version crawls around the shiny edges. On the other hand, the 360 manages this a little better with a combination of using MSAA, a higher amount of post-processing and the added blurring added by the scaling process, where the overall result is a smoother final image though. there’s a little high vertical going on.
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This is especially noticeable during gameplay, as the constantly glowing edges of the PS3 build make it a little harder to read the path ahead when things get messy. In contrast, cleaner 360 games allow you to see the small details that pop up without a lot of artefacts crawling across the screen, although it’s a bit more blurry than on the PS3.
Despite these issues, both versions are equally playable, and the 360 version is no stranger to occasional crashes, although it appears less often, which is definitely a plus.
What about running games? Well, both versions ran at thirty frames per second (30 fps) for the most part, with both occasionally slowing down in certain situations, usually when the forces round a corner while all mayhem ensues. As with Pure, both versions are very similar and very solid at maintaining frame rates. Both appear to be v-synced, and suffer only minor frame drops.
360 building
Weighing The Risks
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