Halo 3

Started by Newjak200 pages

Originally posted by Alpha Centauri
Where do you get this stuff? If I didn't reply, I wonder if you'd still post a reply, somehow. Just type into quote tags that say my name, probably. It'd be no different to what you're going now.

I have, I've proven that, YOU are the one who refuses to believe I said it alone, but that's up to you. If it's ME you have an issue with, I am willing to step aside for the good of the debate and let you give either Backfire or Lana the credit for it, if not me, just because I wanna see if you have it in you to admit the facts.

Backfire said it first because he SAW what I was saying INITIALLY and agreed with me.

Well if we're being technical, you've not proven anything for Halo either, so I'm not sure why I'm allowing YOU to slip the grasp of this. You've essentially said the same things I have, but about Halo, and agreed with me on the textures, mapping and character models of Gears being better. So how do I know that YOU even know anything? The difference is, all three of us said it, so you can either assume we're all lying bsers, or we can assume you are. Nobody with any reasonable argument has taken your side, even before I debated with you, many who disagreed with me on Halo agreed that Gears' graphics are far superior.

That is what I said. Your argument is "Halo drops some things to make other things better!" and as a result, Gears is superior in more areas, as you have agreed.

I already have, you've just ignored me, and others. How about you? I'm not too sure why I've let you get away with it either. What exactly do you know?

-AC

Classic moves AC.

Can not answer the question so you back track and try to turn the question back on me.

But you know the Golden Rule whoever gets asked first has to answer first. That means you AC.

Which you actually haven't shown or stated why the Graphics are better just what you think are better.

So explain to me in your greatest detail and understanding why the Graphics are better from Gears to Halo? Not the same drivel "I already explained it" out that you have been using. You've already typed this much what is one more time?

See I'm such a nice guy I'm willing to give you one more chance to actually say what it is and why it is 😉

Originally posted by Maestro
You guys are still arguing, just agree to disagree, I'm sure you guys have more important things to do than argue over something so small.
Not really 😛

Yeah, he has nothing better to do than drop his Halo argument and focus on me.

Originally posted by Newjak
Classic moves AC.

Can not answer the question so you back track and try to turn the question back on me.

I have answered it, as have others. You find it unacceptable that someone answered before me, and convinced yourself that I was copying, whatever, but at least accept that one of us proved you wrong.

If I answer if further, with tech specs, you will then answer my question, right?

Originally posted by Newjak
But you know the Golden Rule whoever gets asked first has to answer first. That means you AC.

Oh I shall.

Originally posted by Newjak
Which you actually haven't shown or stated why the Graphics are better just what you think are better.

I've told you what parts of the graphics are better and why. Just not in a way that you'd like me to.

Do you even know how to judge these things? Can you pin point, while playing, how these things work? If you could then simply playing Gears would be enough.

Originally posted by Newjak
So explain to me in your greatest detail and understanding why the Graphics are better from Gears to Halo? Not the same drivel "I already explained it" out that you have been using. You've already typed this much what is one more time?

You think that by saying "Don't say the same thing.", you are somehow enticing me? I've proven to you all you need, just not in a way you'd like.

Originally posted by Newjak
See I'm such a nice guy I'm willing to give you one more chance to actually say what it is and why it is 😉

Here's your proof...

Rendering Features.

Multi-threaded rendering system – Gemini.

64-bit color High Dynamic Range rendering pipeline. The gamma-correct, linear color space renderer provides for immaculate color precision while supporting a wide range of post processing effects such as light blooms, lenticular halos, and depth-of-field.

Support for all modern per-pixel lighting and rendering techniques including normal mapped, parameterized Phong lighting; custom artist controlled per material lighting models including anisotropic effects; virtual displacement mapping; light attenuation functions; pre-computed shadow masks; directional light maps; and pre-computed bump-granularity self-shadowing using spherical harmonic maps.

Advanced Dynamic Shadowing. Unreal Engine 3 provides full support for four shadowing techniques: dynamic stencil buffered shadow volumes supporting fully dynamic, moving light sources casting accurate shadows on all objects in the scene, dynamic characters casting dynamic soft shadows on the scene using shadow buffers, shadow buffer filtering takes samples on a jittered disc that are rotated per-pixel to detect shadow penumbras, dynamic branching is then used to refine shadow coverage in penumbra regions.

Ultra high quality and high performance pre-computed shadow masks allow offline processing of static light interactions, while retaining fully dynamic specular lighting and reflections.

Directional Light Mapping enables the static shadowing and diffuse normal-mapped lighting of an unlimited number of lights to be precomputed and stored into a single set of texture maps, enabling very large light counts in high-performance scenes.

All of the supported shadow techniques are visually compatible and may be mixed freely at the artist's discretion, and may be combined with colored attenuation functions enabling properly shadowed directional, spotlight, and projector lighting effects.

Volumetric environmental effects including height fog.

Full support for seamlessly interconnected indoor and outdoor environments with dynamic per-pixel lighting and shadowing supported everywhere.

Split-screen rendering.

High-resolution screenshot support.

Post-processing effects: motion blur, depth of field, and bloom.

Artists can build terrain using a dynamically-deformable base height map extended by multiple layers of smoothly-blended materials including displacement maps, normal maps and arbitrarily complex materials, dynamic LOD-based tessellation, and vegetation layers with procedurally-placed meshes. Further, the terrain system supports artist-controlled layers of procedural weathering, for example, grass and vegetation on the flat areas of terrain, rock on high slopes, and snow at the peaks.

Powerful material system, enabling artists to create arbitrarily complex realtime shaders on-the-fly in a visual interface that is comparable in power to the non-realtime functionality provided by XSI and Maya.

The material framework is modular, so programmers can add not just new shader programs, but shader components which artists can connect with other components on-the-fly, resulting in dynamic composition and compilation of shader code.

Extensible particle system with visual editor – UnrealCascade – supporting particle physics and environmental effects.

Distributed Computing Normal Map Generation Tool.

Most of our characters are built from two meshes: a realtime mesh with thousands of triangles, and a detail mesh with millions of triangles. We provide a distributed-computing application which raytraces the detail mesh and, from its high-polygon geometry, generates a normal map that is applied to the realtime mesh when rendering. The result is in-game objects with all of the lighting detail of the high poly mesh, but that are still easily rendered in real time.

Physics.

Powered by Ageia PhysX.

Rigid body physics system supporting player interaction with physical game object, ragdoll character animation, complex vehicles, and dismemberable objects.

All renderable materials have physical properties such as friction.

Physics-driven sound.

Fully integrated support for physics-based vehicles, including player control, AI, and networking.

Gameplay-driven physical animation – capable of playing animations while being influenced by physics.

Cloth simulation.

UnrealPhAT, the Visual physics modeling tool built into UnrealEd that supports creation of optimized collision primitives for models and skeletal animated meshes; constraint editing; and interactive physics simulation and tweaking in-editor.

Animation.

Skeletal animation system supporting up to 4 bone influences per vertex and very complex skeletons.

Full mesh and bone LOD support.

AnimSet Viewer tool for browsing and organizing animations and meshes: ability to add game-specific notifications at specific points in the animation, tool for graphically placing ‘Sockets’ on bones to be used for attaching objects to the skeleton in the game, complete with preview, ability to preview ‘overlay’ meshes based on the same skeleton (e.g. armor).

Animation is driven by an “AnimTree” - a tree of animation nodes including:

Blend controllers, performing an n-way blend between nested animation objects.

Data-driven controllers, encapsulating motion capture or hand animation data.

Physics controllers, tying into the rigid body dynamics engine for ragdoll player and NPC animation and physical response to impulses.

Procedural skeletal controllers, for game features such as having an NPC's head and eyes track a player walking through the level.

Inverse Kinematics solver for calculating limb pose based on a goal location (e.g. for foot placement).

AnimTree Editor allows programmers or animators to create complex blends and controller setups and preview them in realtime in the editor

-AC

There's more.

UnrealEd Content Creation Tool.

The Unreal Editor (UnrealEd) is a pure “What You See Is What You Get” content creation tool filling the void between XSI, 3D Studio Max and Maya, and shippable game content.

A powerful browser framework for finding, viewing, and organizing game assets of all types.

Visual placement and editing of gameplay objects such as players, NPCs, inventory items, AI path nodes, and light sources – with a full realtime view of their appearance, including 100% dynamic shadowing.

Includes a data-driven property editing framework, allowing level designers to easily customize any game object, and programmers to expose new customizable properties to designers via script.

Realtime terrain editing tools allowing artists to elevate terrain, paint alpha layers onto terrain to control layer blending and decoration layers, collision data, and displacement maps.

Visual Material Editor. By visually connecting the color, alpha and coordinate outputs of textures and programmer-defined material components, artists can create materials ranging from simple layered blends to extremely complex materials and dynamically interacting with scene lights.

Animation tool enables artists to import models, skeletons, and animations, and to tie them to in-game events such as sounds and script notifications.

In-editor “Play Here” button puts gameplay just one mouse click and a fraction of a second away. Here, you can test gameplay in-editor in one window while modifying objects and rearranging geometry in another.
Plug-ins for 3D Studio Max and Maya to bring models into the Unreal engine with mesh topology, mapping coordinates, smoothing groups, material names, skeleton structure, and skeletal animation data.
Suport for COLLADA import path for meshes and animation.
Fully integrated source control, so that artists and level designers can check out content packages, modify, and check in from within the editor.

All the other niceties you'd expect from a modern content editing tool: Multi-level undo/redo, drag-and-drop, copy-and-paste; customizable key and color configuration; viewport management.

Every Unreal Engine license includes the right to redistribute UnrealEd publicly, enabling teams to release the content creation tools along with their game to the mod community. Mod support has been a major factor behind the success of many prominent PC games today, and we anticipate that support for PC-based mod development may be a significant factor in future console games as well.

Game Framework & Artificial Intelligence.

An object-oriented gameplay framework is provided supporting common game objects such as players, NPC's, inventory, weapons, and triggers.

Rich multi-level AI system supporting path-finding, complex level navigation, individual decision making, and team-based AI.

Pathfinding framework with full awareness of common game objects such as triggers, doors and elevators, allowing for complex navigation scenarios where an NPC will press switches, open doors, and navigate around temporary obstructions in order to reach its destination.

Navigation framework with support for short-term tactical combat, cover, and navigation off the path network.

Team-based AI framework suitable for first-person shooters, third-person shooters, and tactical combat games. The team-based AI framework provides support for team coordination, objective management, and long-term goals.

AI paths are viewable and editable by level designers in UnrealEd, allowing customization and hinting.

Here's where it gets nice, and to what we've all been saying...

Proven Technology.

Unreal Engine 3 was used to power games such as Epic’s recently released Gears of War and the upcoming Unreal Tournament 3, as well as many games by licensees that represent some of the best studios in the industry.

Typical Content Specifications.

Here are the guidelines we're using in building content for our next Unreal Engine 3 based game. Different genres of games will have widely varying expectations of player counts, scene size, and performance, so these specifications should be regarded as one data point for one project rather than hard requirements for all.

Characters: For every major character and static mesh asset, we build two versions of the geometry: a renderable mesh with unique UV coordinates, and a detail mesh containing only geometry. We run the two meshes through the Unreal Engine 3 preprocessing tool and generate a high-res normal map for the renderable mesh, based on analyzing all of the geometry in the detail mesh.

Renderable Mesh: We build renderable meshes with 3,000-12,000 triangles, based on the expectation of 5-20 visible characters in a game scene.

Detail Mesh: We build 1-8 million triangle detail meshes for typical characters. This is quite sufficient for generating 1-2 normal maps of resolution 2048x2048 per character.

Bones: The highest LOD version of our characters typically have 100-200 bones, and include articulated faces, hands, and fingers.

Normal Maps and Texture Maps: We are authoring most character and world normal maps and texture maps at 2048x2048 resolution. We feel this is a good target for games running on mid-range PC's in the 2006 timeframe. Next-generation consoles may require reducing texture resolution by 2X, and low-end PC's up to 4X, depending on texture count and scene complexity.

Environments: Typical environments contain 1000-5000 total renderable objects, including static meshes and skeletal meshes. For reasonable performance on current 3D cards, we aim to keep the number of visible objects in any given scene to 300-1000 visible objects. Our larger scenes typically peak at 500,000 to 1,500,000 rendered triangles.

Lights: There are no hardcoded limits on light counts, but for performance we try to limit the number of large-radius lights affecting large scenes to 2-5, as each light/object interaction pair is costly due to the engine's high-precision per-pixel lighting and shadowing pipeline. Low-radius lights used for highlights and detail lighting on specific objects are significantly less costly than lights affecting the full scene.

Those are the entire tech specs, capabilities and crowning features of Unreal Engine 3, used to create Gears of War.

So, Newjak, now I suppose we wait to see just what kind of a problem you have with this proof, and why it's "wrong" or why I'm "wrong", or why you didn't get your allowance, or something besides "Yes, you're right.". Or better yet, gives us your proof.

-AC

Originally posted by Alpha Centauri
Yeah, he has nothing better to do than drop his Halo argument and focus on me.

I have answered it, as have others. You find it unacceptable that someone answered before me, and convinced yourself that I was copying, whatever, but at least accept that one of us proved you wrong.

If I answer if further, with tech specs, you will then answer my question, right?

Oh I shall.

I've told you what parts of the graphics are better and why. Just not in a way that you'd like me to.

Do you even know how to judge these things? Can you pin point, while playing, how these things work? If you could then simply playing Gears would be enough.

You think that by saying "Don't say the same thing.", you are somehow enticing me? I've proven to you all you need, just not in a way you'd like.

Here's your proof...

[b]Rendering Features.

Multi-threaded rendering system – Gemini.

64-bit color High Dynamic Range rendering pipeline. The gamma-correct, linear color space renderer provides for immaculate color precision while supporting a wide range of post processing effects such as light blooms, lenticular halos, and depth-of-field.

Support for all modern per-pixel lighting and rendering techniques including normal mapped, parameterized Phong lighting; custom artist controlled per material lighting models including anisotropic effects; virtual displacement mapping; light attenuation functions; pre-computed shadow masks; directional light maps; and pre-computed bump-granularity self-shadowing using spherical harmonic maps.

Advanced Dynamic Shadowing. Unreal Engine 3 provides full support for four shadowing techniques: dynamic stencil buffered shadow volumes supporting fully dynamic, moving light sources casting accurate shadows on all objects in the scene, dynamic characters casting dynamic soft shadows on the scene using shadow buffers, shadow buffer filtering takes samples on a jittered disc that are rotated per-pixel to detect shadow penumbras, dynamic branching is then used to refine shadow coverage in penumbra regions.

Ultra high quality and high performance pre-computed shadow masks allow offline processing of static light interactions, while retaining fully dynamic specular lighting and reflections.

Directional Light Mapping enables the static shadowing and diffuse normal-mapped lighting of an unlimited number of lights to be precomputed and stored into a single set of texture maps, enabling very large light counts in high-performance scenes.

All of the supported shadow techniques are visually compatible and may be mixed freely at the artist's discretion, and may be combined with colored attenuation functions enabling properly shadowed directional, spotlight, and projector lighting effects.

Volumetric environmental effects including height fog.

Full support for seamlessly interconnected indoor and outdoor environments with dynamic per-pixel lighting and shadowing supported everywhere.

Split-screen rendering.

High-resolution screenshot support.

Post-processing effects: motion blur, depth of field, and bloom.

Artists can build terrain using a dynamically-deformable base height map extended by multiple layers of smoothly-blended materials including displacement maps, normal maps and arbitrarily complex materials, dynamic LOD-based tessellation, and vegetation layers with procedurally-placed meshes. Further, the terrain system supports artist-controlled layers of procedural weathering, for example, grass and vegetation on the flat areas of terrain, rock on high slopes, and snow at the peaks.

Powerful material system, enabling artists to create arbitrarily complex realtime shaders on-the-fly in a visual interface that is comparable in power to the non-realtime functionality provided by XSI and Maya.

The material framework is modular, so programmers can add not just new shader programs, but shader components which artists can connect with other components on-the-fly, resulting in dynamic composition and compilation of shader code.

Extensible particle system with visual editor – UnrealCascade – supporting particle physics and environmental effects.

Distributed Computing Normal Map Generation Tool.

Most of our characters are built from two meshes: a realtime mesh with thousands of triangles, and a detail mesh with millions of triangles. We provide a distributed-computing application which raytraces the detail mesh and, from its high-polygon geometry, generates a normal map that is applied to the realtime mesh when rendering. The result is in-game objects with all of the lighting detail of the high poly mesh, but that are still easily rendered in real time.

Physics.

Powered by Ageia PhysX.

Rigid body physics system supporting player interaction with physical game object, ragdoll character animation, complex vehicles, and dismemberable objects.

All renderable materials have physical properties such as friction.

Physics-driven sound.

Fully integrated support for physics-based vehicles, including player control, AI, and networking.

Gameplay-driven physical animation – capable of playing animations while being influenced by physics.

Cloth simulation.

UnrealPhAT, the Visual physics modeling tool built into UnrealEd that supports creation of optimized collision primitives for models and skeletal animated meshes; constraint editing; and interactive physics simulation and tweaking in-editor.

Animation.

Skeletal animation system supporting up to 4 bone influences per vertex and very complex skeletons.

Full mesh and bone LOD support.

AnimSet Viewer tool for browsing and organizing animations and meshes: ability to add game-specific notifications at specific points in the animation, tool for graphically placing ‘Sockets’ on bones to be used for attaching objects to the skeleton in the game, complete with preview, ability to preview ‘overlay’ meshes based on the same skeleton (e.g. armor).

Animation is driven by an “AnimTree” - a tree of animation nodes including:

Blend controllers, performing an n-way blend between nested animation objects.

Data-driven controllers, encapsulating motion capture or hand animation data.

Physics controllers, tying into the rigid body dynamics engine for ragdoll player and NPC animation and physical response to impulses.

Procedural skeletal controllers, for game features such as having an NPC's head and eyes track a player walking through the level.

Inverse Kinematics solver for calculating limb pose based on a goal location (e.g. for foot placement).

AnimTree Editor allows programmers or animators to create complex blends and controller setups and preview them in realtime in the editor

-AC [/B]

Nice job copying and pasting from various websites about topics you don't understand.

You do know I could have saved you a lot of time if you asked.

All a Graphic Engine does is show you everything that is on and taking place in the screen 😆

So now if you would since you have such great knowledge apparently by the superb post above explain to me why all that makes Gears better than Halo 3 and then if you can I'll concede but I have very good faith you won't 😉

Originally posted by Newjak
Nice job copying and pasting from various websites about topics you don't understand.

You do know I could have saved a lot of time if you asked.

All a Graphic Engine does is so you everything that is on and taking place in the screen 😆

So now if you would since you have such great knowledge apparently by the superb post above explain to me why all that makes Gears better than Halo 3 and then if you can I'll concede but I have very good faith you won't 😉

Literally knew it and predicted it. You ask for proof, from me. You get proof, from me. You still find a problem with it.

You see, your issue is simple; you know that I'm right, but all it comes down to is you wanting it said in a certain way.

I've given you your proof, now your turn. You asked me to prove it, I proved it, I gave you proof. Now you should answer the question.

Show us what YOU know, seeing as you have the ability to criticise.

-AC

This is stupid.

Originally posted by Newjak
Nice job copying and pasting from various websites about topics you don't understand.
funny

anata wa wakarimasu ka.....

Originally posted by Alpha Centauri
Literally knew it and predicted it. You ask for proof, from me. You get proof, from me. You still find a problem with it while assuming I don't understand it.

You see, your issue is simple; you know that I'm right, but all it comes down to is you wanting it said in a certain way.

I've given you your proof, now your turn.

Show us what YOU know, seeing as you have the ability to criticise.

-AC

You'd showed me the tech specs of the game of Gears not what Graphics are and how Gears are better than Halo 3.

Which neither you did in the actual two posts above

Just making large posts hoping no one would notice that ti contained nothing of what I actually asked from you 😆

Originally posted by Newjak
You'd showed me the tech specs of the game of Gears not what Graphics are and how Gears are better than Halo 3.

Not of the game, of the way the graphics are created, those are the tech specs of the Unreal Engine.

Originally posted by Newjak
Which neither you did in the actual two posts above

Just making large posts hoping no one would notice that ti contained nothing of what I actually asked from you 😆

Hoping nobody would notice? How does that work? How do people NOT notice? I'm not denying anything. You asked for proof, you asked for tech specs, I gave you them.

Now you're dodging the question because in reality you don't want to publically post anything that makes YOU look like you lack knowledge after so much requesting, isn't that right?

So let's sit back and see what you bring to the table. I'm not going to prove any more shit to you until you prove to me you're in a position of know how. Fair request, unless you're afraid.

http://xbox360media.ign.com/xbox360/image/article/822/822415/halo-3-20070923023351788.jpg

Haha, better than Gears.

-AC

I'm playing Halo 3 right now and it doesn't look anything like that 😬

You have to click the square to max the picture.

-AC

Originally posted by Alpha Centauri
Not of the game, of the way the graphics are created, those are the tech specs of the Unreal Engine.

Hoping nobody would notice? How does that work? How do people NOT notice? I'm not denying anything. You asked for proof, you asked for tech specs, I gave you them.

Now you're dodging the question because in reality you don't want to publically post anything that makes YOU look like you lack knowledge after so much requesting, isn't that right?

So let's sit back and see what you bring to the table. I'm not going to prove any more shit to you until you prove to me you're in a position of know how. Fair request, unless you're afraid.

http://xbox360media.ign.com/xbox360/image/article/822/822415/halo-3-20070923023351788.jpg

Haha, better than Gears.

-AC

😆

I know what they are off. But why does that make Gears better than Halo 3 Graphics wise. Which was your whole point that you could prove that it was.

Seriously I'm finding this to funny.

You have yet to answer the question as to why Gears Graphics are better. Explain to me why those specs you just posted mean anything. I mean they do but can you tel lme why they matter in proving Gears is better than Halo

😆 😆 😆 😆 😆 😆 😆

Originally posted by Newjak
😆

I know what they are off. But why does that make Gears better than Halo 3 Graphics wise. Which was your whole point that you could prove that it was.

Seriously I'm finding this to funny.

You have yet to answer the question as to why Gears Graphics are better. Explain to me why those specs you just posted mean anything. I mean they do but can you tel lme why they matter in proving Gears is better than Halo

😆 😆 😆 😆 😆 😆 😆

Oh NOW it's coming out; the lines of smilies, the overly insecure "I'm finding this funny.", all the marks of fear.

The proof I posted proves why Gears' graphics are better if you compare them to Bungie's in-house Halo 3 Engine specs.

So stop chickening out, quit the smilies, show us what you've got, or are you just scared? You KNOW that anything other than direct proof from you will make you look worse than you can ever imagine, and that's why you won't do it. Sooner or later, the smilies come out.

-AC

Originally posted by Alpha Centauri
Oh NOW it's coming out; the lines of smilies, the overly insecure "I'm finding this funny.", all the marks of fear.

The proof I posted proves why Gears' graphics are better if you compare them to Bungie's in-house Halo 3 Engine specs.

So stop chickening out, quit the smilies, show us what you've got, or are you just scared? You KNOW that anything other than direct proof from you will make you look worse than you can ever imagine, and that's why you won't do it. Sooner or later, the smilies come out.

-AC

Well then why don't you actually post Halo 3 Engine Specs.

It has nothing to do with fear just the fact you keep dodging the question hoping that no notices you never showed or gave reasons why the specs you just posted prove Gears is better than Halo 3

Originally posted by Newjak
Well then why don't you actually post Halo 3 Engine Specs.

It has nothing to do with fear just the fact you keep dodging the question hoping that no notices you never showed or gave reasons why the specs you just posted prove Gears is better than Halo 3

Ohh here it comes, now I have to do YOUR job for you. Smilies, insecurity, backing out of everything. It's just all too obvious. People can notice the two fat pages of Gears' graphical tech specs that I just gave you, since you asked for them. They can see that, I'm sure. What they're also seeing is you turning into an even bigger weasel.

You thought you were comfortable with distracting me by debating, not knowing that I had planned to turn it to you and see if you can back YOURSELF up.

Now I've pushed for it, you're doing what you claimed I did. Making excuses and backing away.

Give me this alleged knowledge YOU have, since you're in such a great position of know how.

Go for it, I'll even let you Google the info and paste it so we can compare, and I'll know if you're lying or edited any cos I have Halo 3's specs in front of me, but I wanna see what you know.

Go on.

-AC

Originally posted by Alpha Centauri
Ohh here it comes, now I have to do YOUR job for you. Smilies, insecurity, backing out of everything. It's just all too obvious.

You thought you were comfortable with distracting me by debating, not knowing that I had planned to turn it to you and see if you can back YOURSELF up.

Now I've pushed for it, you're doing what you claimed I did. Making excuses and backing away.

Give me this alleged knowledge YOU have, since you're in such a great position of know how.

Go for it, I'll even let you Google the info and paste it so we can compare, and I'll know if you're lying or edited any cos I have Halo 3's specs in front of me, but I wanna see what you know.

Go on.

-AC

😆

This is funny so you have Halo 3 specs and won't post them because you wanted to bait me.

Seriously it isn't doing my job it is proving what you stated from the very beginning that you could prove Gears Graphics are better so prove it.

Originally posted by Newjak
😆

This is funny so you have Halo 3 specs and won't post them because you wanted to bait me.

Seriously it isn't doing my job it is proving what you stated from the very beginning that you could prove Gears Graphics are better so prove it.

There's that smiley again...

Come on, I want to see what you know.

All this time I've neglected to inform you of the main reason you are so see through. I'll share; you could blow me RIGHT out of the water and end my debate if you were so sure you were right, if you knew, if you had the knowledge, if you had the proof.

In a debate, if you have info that ends it, you post it, and if you knew what you claim, you'd be posting it right now.

You aren't, and I know what that tells me, that you had nothing, have nothing, never had.

-AC

Originally posted by Alpha Centauri
There's that smiley again...

Come on, I want to see what you know.

All this time I've neglected to inform you of the main reason you are so see through. I'll share; you could blow me RIGHT out of the water and end my debate if you were so sure you were right, if you knew, if you had the knowledge, if you had the proof.

In a debate, if you have info that ends it, you post it, and if you knew what you claim, you'd be posting it right now.

You aren't, and I know what that tells me, that you had nothing, have nothing, never had.

-AC

You know the smae could be said for you. If you have the Halo 3 specs then you would post them and be done with it but you haven't.

Besides did you ever think I enjoy watching you make a fool of yourself pretending you know things 😉

Originally posted by Newjak
You know the smae could be said for you. If you have the Halo 3 specs then you would post them and be done with it but you haven't.

Besides did you ever think I enjoy watching you make a fool of yourself pretending you know things 😉

Why would I post them? I'm arguing for Gears, not Halo, that's your territory.

I'll chill until you decide to post the tech specs (Wouldn't it be funny if someone else did, and you said you knew? That'd be funny, cos you'd probably take that, where as you said I didn't know).

So until you can back your argument, I'll just wait.

-AC