The amount of tessellation shown is procedural and dependent of viewing distance. The closer you get, more geo is rendered on a mesh via the tessellation. Its all dynamically optimised for maximum performance vs rendering cost. Check this video out :) http://www.youtube.com/watch?v=bkKtY2G3FbU#t=0m20s%E2%80%9C Im very…
games pretty good. i agree with all the numerical reviews out there that are around 80-85% (360 here). the game is BUGGY. it's really buggy. i went through the second level, through a good portion.....went back to the beginning of it.......and saw a t-pose of the nano suit hovering in the air. not the whole suit was…