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#3201 |
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uber-Troll!
Join Date: Dec 2004
Location: Under my bridge
Posts: 26,452
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Heavy compression doesn't help, but man, are these blurry! The XB360 has a super-vaseline smear destroying all the detail. I can't see a single clean edge in either screenshot. The main character almost looks like a badly upscaled sprite.
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#3202 | |
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Senior Member
Join Date: Aug 2010
Location: Ohio
Posts: 1,347
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#3203 | |
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Senior Member
Join Date: Jul 2008
Posts: 1,089
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He didn't seem to have posted the source of those pictures
Quote:
They seem to be in lossless compression there (assuming because it seems to be PNG format) |
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#3204 |
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rwaaaraararagh
Join Date: Feb 2004
Location: beaver
Posts: 14,047
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Couldn't really tell much other than a vertical res of 720. Those shots may have some chroma sampling issues too.
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#3205 |
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Member
Join Date: Aug 2011
Posts: 254
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#3206 | |
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Senior Member
Join Date: Aug 2010
Location: Ohio
Posts: 1,347
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#3207 | |
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Member
Join Date: Aug 2011
Posts: 254
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Quote:
On Topic: I'm guessing the use of DOF (I think that's DOF), and the abundance of particle effects could be an explanation for the drop in horizontal resolution. Last edited by Reiko; 13-Jun-2012 at 17:37. |
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#3208 |
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Member
Join Date: Oct 2008
Posts: 603
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From what I read, the developer who ported the SH collection actually received unfinished code of SH2, which meant finalizing the game "from scratch"... if that's true... then Konami are the worst^^
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#3209 |
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Senior Member
Join Date: Nov 2007
Posts: 1,448
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#3210 |
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rwaaaraararagh
Join Date: Feb 2004
Location: beaver
Posts: 14,047
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Looks like 720p noAA.
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#3211 |
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rwaaaraararagh
Join Date: Feb 2004
Location: beaver
Posts: 14,047
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http://www.gamersyde.com/news_our_vi...-13005_en.html
Hm... possibly 1120x630. Not sure about post-AA (a lot of edges not detected) or just no AA with lots of DOF/radial blur. ------- http://www.gamersyde.com/news_new_sc...-13013_en.html Seems to be 1040x624 2xAA
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#3212 |
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Member
Join Date: Apr 2010
Posts: 278
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That's wired res i think
Digital Foundry - Black Ops 2 and the 60fps Challenge http://www.eurogamer.net/articles/di...0fps-challenge "Based on analysis of trailer footage (which seems to be from Xbox 360), the series' 1024x600 native resolution also sees a slight bump too - in one axis at least - now rendering at 880x720 with 2x multi-sampling anti-aliasing (MSAA)." |
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#3213 |
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Senior Member
Join Date: Jul 2008
Posts: 1,089
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Anyone here who would be able to figure out the native rendering resolution and AA of the "Resident Evil 6" Xbox 360 Demo from what seems to be shown over there for example:
http://ptoponline.com/?p=294 http://xboxlife.tw/show.php?fid=2&tid=3071 http://www.jeuxvideo.com/news/2012/0...ent-evil-6.htm ? Last edited by user542745831; 04-Jul-2012 at 14:43. |
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#3214 |
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rwaaaraararagh
Join Date: Feb 2004
Location: beaver
Posts: 14,047
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Looks native
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#3215 |
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Now Officially a Top 10 Poster
Join Date: May 2006
Location: Maastricht, The Netherlands
Posts: 13,228
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Or no AA but lots of obm?
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#3216 |
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rwaaaraararagh
Join Date: Feb 2004
Location: beaver
Posts: 14,047
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Or some other edge filter. Will have to wait for better captures I guess.
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#3217 | |
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Now Officially a Top 10 Poster
Join Date: May 2006
Location: Maastricht, The Netherlands
Posts: 13,228
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Quote:
http://ptoponline.com/?p=294 |
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#3218 |
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rwaaaraararagh
Join Date: Feb 2004
Location: beaver
Posts: 14,047
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This looks like some sort of cheap post-AA (artefacts included): http://i.imgur.com/jWAFI.jpg
edit: There's the left-most edge on the zombie body that has neighbouring pixel/local contrast issues. If you check out Figure 5 (middle case) here, it looks like the same problem (one dark pixel in the middle of the blurred section). edit2: I wonder how old the demo code is. It seems strange they wouldn't use FXAA, especially after Dragon's Dogma. There is that blog post that mentioned a different post-AA solution before switching to FXAA for DD. Maybe both teams started out with the (worse) post-AA, and the DD team decided to switch to FXAA (and the RE6 team hasn't caught up).
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#3219 | |
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Senior Member
Join Date: Jul 2008
Posts: 1,089
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As you seem to be in close contact with him regarding such things(?), maybe you could ask "grandmaster" to provide you with some uncompressed screenshots
At least from this post: http://twitter.com/Digital_Foundry/s...34496681844736 it seems like he would be able to do it Quote:
And it somehow also seems to be different compared to the following picture (from the third link in the earlier post): http://www.jeuxvideo.com/screenshots...038331_147.htm ? |
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#3220 | |
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Senior Member
Join Date: Jul 2008
Posts: 1,089
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The pictures over there seem to be in lossless compression (assuming, because it seems to be PNG format):
Quote:
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#3221 |
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Senior Member
Join Date: Mar 2010
Posts: 1,283
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GTA V screenshots. 720p + FXAA?
http://media.rockstargames.com/rocks...1342100433.jpg http://media.rockstargames.com/rocks...1342100464.jpg |
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#3222 | |
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Senior Member
Join Date: Oct 2008
Posts: 1,567
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Quote:
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#3223 |
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Junior Member
Join Date: Jun 2011
Posts: 22
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Still the same dynamic res? Shots sure look ugly but i guess you can't expect much with 60fps games on consoles. I wish they would have used the fox engine on this game.
http://i.imgur.com/odXQl.jpg http://i.imgur.com/lGUw9.jpg http://i.imgur.com/cllvn.jpg http://i.imgur.com/4SX20.jpg http://i.imgur.com/ViIkg.jpg Shots from metal gear:rising btw, is that some sort of film grain in the last two shots? Looks horrible, hopefully there is an option to turn it off. |
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#3224 |
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Naughty Boy!
Join Date: May 2012
Posts: 200
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Can we determine Last of Us' aa method from the latest released cutscene?
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#3225 |
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Member
Join Date: Sep 2009
Posts: 302
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Rising looks 1024x720 i see horizontal scaling.
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