Mount And Blade Use Pixel Shaders
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On the topic of shader settings,you may be interested in these three settings as well: force shaders,force per pixel lighting, and clamp lighting.In particular, clamp lighting = false makes normal maps look much better!
Vertex Interpolator nodes have been added to the Material graph offering better control for value interpolation between vertex and pixel work. These are intended as a workflow improvement, there are no changes to interpolator limits nor will shaders change.
The PlayStation 3 version has been graphically upgraded from the Xbox 360 version, the native resolution is now 720p HD, compared to the original 585p. The upgrade is commented by Digital Foundry as "Ninja Gaiden Sigma 2 often has the visual edge, not just thanks to its massively increased resolution but also through the accomplished use of the RSX's pixel shaders".
Though Team Ninja developed the title, the series' creator Tomonobu Itagaki did not design it, as he left Team Ninja after completing Ninja Gaiden II. Yosuke Hayashi, director of Ninja Gaiden Sigma, produced and directed NGS2. Hayashi as the new director of Team Ninja had the game ported from its original Xbox 360 engine to the engine used to create Ninja Gaiden Sigma. The game's native resolution became 720p, compared to the original 585p in the original Xbox 360 version, with an increased use of bloom lighting effect. Eurogamer commented that the game "has the visual edge, not just thanks to its massively increased resolution but also through the accomplished use of the RSX's pixel shaders." 2b1af7f3a8