Duke Nukem: Forever D-Day

I have decided that this is a decent game.
 
I have decided that this is a decent game.

I'm not sure I'd go as high a decent. It's not as bad as some are making out, but there are problems that make even the original seem modern.

For example, you are supposed to be a badass tough guy and you'd expect to beable to go in guns blazing, but the enemies are so accurate (which is weird, because your own bullets like to stray, even when pointing straight at the enemy) you always need cover - which is shit because there's no real cover system. This means the set pieces which should be good, decend into strafing in circles, or hiding behind a pillar to occasionally pop out and shoot one bad guy at a time. Duke wouldn't be that much of a pussy!

Still, I'm playing it :lol:
 
It's supposedly running at 1152x640 on both consoles. Considering the quality of the visuals, WTF is it doing?

In the Duke Nukem Forever comparison gallery, the biggest point of differentiation seems to centre around texture quality. However, these isolated snapshots of the game don't tell the full story: the game seems to have serious issues in streaming textures, to the point where sometimes it seems as if the code gives up, leaving ugly low-res artwork on-screen instead. It even happens on the PC version, albeit very rarely.

Overall, the games appear to be fairly evenly matched on console in terms of imagery, but it's a whole different ballgame when it comes to performance. The Xbox 360 version of Duke Nukem Forever is nothing short of unmitigated disaster in this area, and easily one of the ugliest and most poorly performing shooting games we've tested in quite some time.

The frame-rate analysis tells the full story.

It's a night-and-day difference between the two consoles. The Microsoft platform runs the game with an uncapped frame-rate, presenting some of the worst screen-tear we've seen in recent times. It seems that the people in charge of the conversion could only manage to get any semblance of a 30 frames-per-second refresh by updating the framebuffer as soon as a frame was rendered, and even then we still see some alarming drops in overall performance. The result is an unwelcome assault on both the look of the game and the way it plays.

The contrast with the PlayStation 3's showing is remarkable. In an interview with the PlayStation Blog, Randy Pitchford talked about "amazing optimisations" for the PS3 version courtesy of Piranha. The PlayStation 3's ability to run at what is effectively a locked 30FPS with only very minor outbreaks of screen-tear creates a remarkable difference to the experience of actually playing the game. While it's still objectionably ugly in many ways (hardly "amazing" bearing in mind the standard of the average FPS these days), at least the game provides a consistent level of visual feedback to the gameplay experience, with controls that feel solid and dependable.
Face-Off: Duke Nukem Forever - Page 1 | DigitalFoundry | Eurogamer.net

WTF is going on? It runs at 640p with low res textures and no AA on the XB360 with screen tearing and can't hold 30fps? This does not compute, it's a PC game first and foremost, and XB360 should have absolutely zero problem running it!
 
It's supposedly running at 1152x640 on both consoles. Considering the quality of the visuals, WTF is it doing?

Face-Off: Duke Nukem Forever - Page 1 | DigitalFoundry | Eurogamer.net

WTF is going on? It runs at 640p with low res textures and no AA on the XB360 with screen tearing and can't hold 30fps? This does not compute, it's a PC game first and foremost, and XB360 should have absolutely zero problem running it!

As I said earlier in this thread, there are obviously major problems and even on the PC the framerate stutters for absolutely no reason in corridors. I'm thinking a LOD problem, it's as if the textures are being swapped a lot more than they need too.

There are also a lot of 'shiny' effects going on which are probably tacked on at the death and severely unoptimized (which is probably why the PS3 version is better than the 360 if someone's actually looked here).
 
Ahhh, so the cycle begins to unravel.

Maybe this publicist group dropped the ball? Times were when you could just show a guy round the office and pretend to listen to his 'ideas' to get a favourable review.
 
Redner Group have been fired.

You've got to love twitter! Talk about opening your gob before you put your head into gear, probably after half a bottle of vodka as he watched the reviews come in. Eurogamer apparently didn't even get a review copy, they had to go and buy it themselves. So, Redner only wanted certain outlets to review it before release.