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Metal Gear Solid V - Graphics Study - Adrian Courrèges

<![endif] Projects Blog About Dec 15 th , 2017 The Metal Gear series achieved world-wide recognition when Metal Gear Solid became a best-seller on the original PlayStation almost two decades ago. The title introduced many players to the genre of “tactical espionage action”, an expression coined by Hideo Kojima the creator of the franchise. Though in my case the first time I played as Snake wasn’t with this game but with the Ghost Babel spin-off on GBC , a lesser-known but nevertheless excellent title with an impressive depth. The final chapter Metal Gear Solid V: The Phantom Pain was released in 2015 and brings the series to a whole new level of graphics quality thanks to the Fox Engine developed by Kojima Productions . The analysis below is based on the PC version of the game with all the quality knobs set to maximum. Some of the information I present here has al...

Linked on 2017-12-15 21:34:54 | Similar Links
Supreme Commander - Graphics Study - Adrian Courrèges

<![endif] Adrian Courrèges Projects Blog About Jun 23 rd , 2015 Total Annihilation has a special place in my heart since it was the very first RTS I played; it was with Command & Conquer and Starcraft one of the best RTS released in the late 90’s. 10 years later – in 2007 – its successor was released: Supreme Commander . With Chris Taylor as the designer, Jonathan Mavor in charge of the engine programming and Jeremy Soule as the music composer (some of the main figures behind the original Total Annihilation), the expectations of the fans were very high. Supreme Commander turned out to be highly praised by critics and players, with nice features like the “strategic zoom” or physically realistic ballistic. So let’s see how Moho, the engine powering SupCom, renders a frame of the game! Since RenderDoc doesn’t support DirectX 9 games, reverse-engineering was done w...

Linked on 2015-06-24 16:43:47 | Similar Links