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Thread: Wolfenstein 3D appears on Xbox Live Arcade

  1. #1
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    Wolfenstein 3D appears on Xbox Live Arcade

    After Doom is also a version of Wolfenstein 3D on Xbox Live Arcade. When the shooter can be downloaded is not known. It is not made by id Software, Nerve but that also kept the port of Doom.

    On Microsoft's Xbox website, the announcement can be found of Wolfenstein 3D for the Xbox 360. The game appears on Xbox Live Arcade, the download from Microsoft, and Activision occurs on as publisher. The new version of the classic shooter is not made by id Software, the original kept in 1992, but by Nerve Software. When the new version appears, is not known. The announcement makes it clear that the new version of Wolf3D only can be played in singleplayer. As for the Xbox 360 version will cost is unknown, it can be expected that four hundred Microsoft Points, a small five dollars, will be asked for, just as the Xbox 360 version of Doom.




    Nerve took the port of Doom for the Xbox 360 already on his behalf. Nerve and id have been working together since 2001, when Nerve, founded by an ex-employee of id Software, the multiplayer portion of Return to Castle Wolfenstein cared, the sequel to Wolfenstein 3D. Publisher Activision hopes this year a new part in the series out, that simply Wolfenstein hot. There has id Software development outsourcing, in this case, Raven Software, which previously made for Quake 4 id.

  2. #2
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    Re: Wolfenstein 3D appears on Xbox Live Arcade

    Anisotropic filtering can be applied to any texture with perspective projection (not parallel) is rendered ... and since that is the case you can actually use anisotropic filtering to wall-textures of Wolfenstein 3D.

  3. #3
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    Re: Wolfenstein 3D appears on Xbox Live Arcade

    Incorrect. Anyway "may" of course, always, but you probably are referring when it makes sense so let's not **** about ants . But parallel projections can sense. What matters is that the horizontal and vertical pixel: texel ratio equal to each other, and at least one of the two is less than 1 (ie, when you consult a mipmap is instead of the original). So if you have a 256x256 texture on a 128x256 rectangle draw would mean that you mipmap 1 with isotropic filtering is used instead mipmap 0 (because it horizontally but half the information needed). This creates an ugly image in the vertical direction, which is the full 256 Texel use. Anisotropic filtering ensures that samples from mipmap 0 also be included, which makes for an overall sharper image.

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