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Thread: Pulse Preview Code Impressions!

  1. #81
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    Like the man above said, although it should be noted that although there probably isn't much difference in the top-end speed, the acceleration is much faster across the board in Pulse. So high speed is much more attainable - even in ships that might have been traditionally sluggish out of a corner.

  2. #82
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    Well, the improved speed sensation is a welcome relief. Looking at those pictures with all their gleaming and in some cases transparent surfaces, I thought performance would have to be sacrified in some way.

    - U

  3. #83
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    I think it's been said before, but the levels actually have less polygons in them than Pure levels do. This is to accomodate the closer racing and having more ships on screen at one time. However, the artists are a damn talented bunch of people who are now getting really impressive stuff from their work on the PSP despite having less polys.

  4. #84
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    They ve learnt how to maximalize psp's capabilities and that's a good point, i really hope we can race multiplayer at 8 without too many slowdowns. Will they minor the detailled background while racing multi or the game itself supports multi at 8 without changing the background?

  5. #85
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    huh?!

    The levels wont change for multiplayer.

    This time round they're more suited to having ships bunched together, which is obviously better for multiplayer.

  6. #86
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    Lets at least have 10% more speed on phantom.

  7. #87
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    If Pulse is able to support: 8 multiplayers infra-structure without any lag on phantom, then I will be in Wipeout Heaven!!

  8. #88
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    Quote Originally Posted by infoxicated View Post
    I think it's been said before, but the levels actually have less polygons in them than Pure levels do. This is to accomodate the closer racing and having more ships on screen at one time. However, the artists are a damn talented bunch of people who are now getting really impressive stuff from their work on the PSP despite having less polys.
    Kudos to the designers/artists

  9. #89
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    8 player online mayhem sounds great, I was not so sure that the PSP could handle this though as we saw in Amsterdam where Kai was not a factor, the PSP struggled badly to support 6 players, I'm assuming the increased processor power will help

  10. #90
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    It may've been due to the fact that someone may've had their WLAN power save on, or the automatic channel was selected rather than a preset.

    Mind you, pulse apparantly can tap into routers for LAN mode, so whereas one psp processes allt he communiques, you can get the wireless router do it instead. Which means less to process and hopefully less lag.*

    Ooh, it's been a while since I've sounded intellectual - I miss it terribly.

    *Confirmation i'm not talking total cobblers appreciated...

  11. #91
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    For those interested, I posted some Zone Mode pictures on my blog.

  12. #92
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    Niiice

  13. #93
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    Quote Originally Posted by eLhabib View Post
    For those interested, I posted some Zone Mode pictures on my blog.
    Translated.

    http://translate.google.com/translat...&hl=en&ie=UTF8

    And might I add, the ship at the absoute bottom right of the zone images is teh sek-say!

    Uncreated
    Last edited by The Uncreated; 28th June 2007 at 01:33 PM.

  14. #94
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    Hahaha, that translation is too good

    But you know the content anyway.

  15. #95
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    I just don't see how I can manage Zone 30 and above without airbrakes.

    Hell, usually I can't manage Zone 30+ WITH airbrakes!

  16. #96
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    which track is that in the zone preview? it looks pretty swish.

  17. #97
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    anyone else notice a twitching when viewing that page - very buggy on my end

  18. #98
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    Way more Pulse pics. Good to see they've taken a queue from Tron 2.0 (which I still play) with all the hyper glow 'n stuff.

    http://pspupdates.qj.net/New-WipEout...g/49/aid/96224

    Uncreated

  19. #99
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    Thanks for the link Uncreated!

    Looks like the views into the cockpits are staying. :drool:

  20. #100
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    I love the look overall, however, the behind ship perspective seems a bit skewed. The Assegai looks as if it's standing on its hind legs, so to speak. The ship's perspective needs to be rotated forward to make it look like it isn't catwalking down the track.

    Uncreated

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