Certain graphics elements in games have always been limited by the hardware they are running on, which restricts game developers to recreate their own universe. A universe corresponding to their vision is indispensable in allowing the player to reach a 3D modelling level that is very high, as close as possible to photo realism, and to achieve this result requires new filtering methods that are able to adapt to these increasingly higher resolutions on our screens. This is a good time to explain the different filters that are available to us.
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