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#1 |
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Guest
Posts: n/a
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Yes, finally PS2 is clear to me now. I know just what is wrong with PS2 graphics. It is not the lack of pixel effects or bumpmapping or even the blurred textures.....it is the picture quality!
Yes! It is the irritating picture half-res breakups which results in shimmering and jaggies. I have no idea why this is the case, even when PS2 does 640x480, why are most PS2 games lacking stable picture quality? With a stable picture output, i am sure PS2 games will look much better, even if some of them suffer from blurred textures. And yes, it is still present in the latest games, go check out Rygar or Shinobi and even R&C. I feel all PS2 games should use a light blur filter, like The Bouncer. It does wonders to the picture quality. Again check Rygar, when you summon the beast within the diskarmor, there will be this motion blurring and lo-n-behold, the whole picture looks better! Sony, use the large framebuffer of PS2, and make it mandatory to all developers to implement a light blur filter. |
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#2 |
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Member
Join Date: Apr 2002
Posts: 202
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pure fucking genius
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#3 | |
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Join Date: Feb 2002
Posts: 866
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#4 | |
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#5 | |
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#6 |
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Senior Member
Join Date: Oct 2002
Posts: 2,833
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Some main image problems in my eyes:
1. Limited to interlaced output for all but a handful of games (Secondary problem with this becomes the lack of the truly-outstanding output from VGA compatibility.) 2. Unfiltered or poorly filtered output in many games 3. Field rendering, half-height frame buffers 4. Too obvious dithering in many titles |
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#7 |
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Member
Join Date: Feb 2002
Posts: 394
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Well the DC had better image quality than PS2 imo. But nonetheless it's clear that alot of developers are really starting to get the damn thing figured out. Just wait though 2003 will show games on the Gamecube and Xbox that the PS2 just can't compete with as far as overall clearity, textures and effects. Bump mapping, lighting and shadows etc. The first tell tell sign of the PS2's design (and age) will be the 3 versions of Splinter Cell. (OF which it's 2003 now so you'll start to see alot more on the GCN and PS2 versions now that MS agreement is ended). SC will choke the PS2 like no game before. Either that or Ubi Soft will have to strip SC down big time. One side note about SC on XB is the 'blur' line. Is it me or is it more noticable in SC than any game this generation? Not a knock. I own and love SC but the damn blur line seems just so close ahead of you in SC. Is that something to do with the UT engine or what? It'll be interesting if it's the same as the GCN and PS2 versions.
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#8 | |
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SNAKES... ON A PLANE
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For Great Justice Move Every 'Zig' |
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#9 |
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Senior Member
Join Date: Oct 2002
Posts: 2,833
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You know, some of the picture instability you might be perceiving could come from most games' limited use of mip-mapping.
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#10 |
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Senior Member
Join Date: Feb 2002
Posts: 2,767
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"Unfiltered or poorly filtered output in many games" "half-height frame buffers"
These are mostly the same thing. There were only a small handfull of titles running full height buffer without filtering, and they all came out before US launch, and probably not a single one of them was western developped either. While on the subject though, I found it rather shocking to learn not so long ago how certain people Cannot tell the difference between filtered/non filtered outputs (until you spend 5 minutes explaining it and finger pointing the differences to them), as well as the type of image output they prefer was the last thing I'd expect. And I say shocked, because some of those people happen to work in this industry. "Too obvious dithering in many titles" I could see it for textures perhaps, but image dithering? :\ any examples? |
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#11 | ||
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Senior Member
Join Date: Jul 2002
Location: Denmark
Posts: 1,195
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I think one of the problems with PS2 aliasing, is that its pixels are "to sharp" where as xbox and GC pixels are slightly more blurry and round.
Just like for example when you run an eight bit emulator without any screenfiltering, then the games look way to sharp and blocky because the output on the old consoles was of lesser quality (maybe on purpose). The "to sharp" problem is probably better than having the "to blurry" problem (N64), and it shouldn’t be to difficult to correct with a large back buffer and some supersampling. Then you should be still able to stay within approximately 3megs for all tree screen-buffers (z, front and back). Am I right? Quote:
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#12 | |
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Senior Member
Join Date: Feb 2002
Posts: 2,767
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VF4 runs half frame back and front buffer without filter, much like most Japanese launch titles did. (R5, DOA2 etc...). |
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#13 | |
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Member
Join Date: May 2002
Location: Markham, Ontario
Posts: 334
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I also didn't have a problem with the LOD. All I know is it's a gorgeous game, and it's a shame you gotta use nightvision so much so you can't truly appreciate the real graphics. |
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#14 | ||||
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Senior Member
Join Date: Aug 2002
Posts: 2,742
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Personally, I love the sharper look of Rygar, or simillar games. It does use half frame buffer, but it has some kind of filtering, and looks really smooth and sharp. I prefer that to the look of R&C, for example, where everything looks a bit soft. Also, on Xbox I prefer the sharper looking games like DOA3, over those that do too much vertical filtering, making it a bit too soft. FSAA is again whole other thing, and obviously looks the best, but few games use it. What I really don't like are the games like VF4 that have obvious interlacing problems. The only game where I don't mind it is Rez, because of it's completely abstract graphics. Quote:
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#15 | |
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Naughty Boy!
Join Date: Feb 2002
Posts: 6,802
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I've got a working quantum computer prototype in my backyard. The only problem is, it crashes at temperatures above absolute zero therefore is not very overclocker friendly. |
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#16 | |
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Senior Member
Join Date: Aug 2002
Posts: 2,742
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#17 | |
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Senior Member
Join Date: Jul 2002
Location: Denmark
Posts: 1,195
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#18 | ||||
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Senior Member
Join Date: Oct 2002
Posts: 2,833
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Fafalada:
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Also, it's my fault for not being totally clear when I mentioned "image problems". I didn't mean to strictly imply properties relating to the scene, but actually any on-screen elements detracting from the overall look of the picture. So, yeah, I was blanketing the dithered look exhibited at times by some of the games' textures. The textures in a lot of the games from the early library, especially, seem to have a noticeably dithered look when replicating an image where the detail wasn't especially high, but a lot of subtle color gradients were concentrated together. Those kinds of textures seem to come out looking better in Xbox or GC games with S3TC and even Dreamcast games with VQ. I'm not sure how that could be measured, but even measuring via something like RMS can't account for how our eyes see things or why our brain likes what it likes. marconelly!: Quote:
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Of course, half-height rendering, no matter how well implemented, simply doesn't cut it for me; I'm too used to the image solidity provided by progressive scan to do without it when I shouldn't have to. You can choose your IQ preference with the consoles that have 480p standardized games - output to a TV gives a smoother appearance if jaggies bother you, and output through VGA gives you the sharper look if you prefer that (all with the bonus of pro-scan). All half-height rendering does is limit IQ... there are no IQ advantages. Quote:
As a fellow fan, I strongly recommend you take the opportunity sometime to see this game displayed through the richness of VGA (the rawness of this mode doesn't much resemble the interlacing problems of the PS2 version to me.) I'm not lying when I say that you'll notice visual details you never even knew were there. |
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#19 |
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Guest
Posts: n/a
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I agree with Lazy8, even to the point of DC superior image!
I can live with sharp output but not sharp and messy images! PS2 developers, motion blur all your games! It does wonder to the picture quality! Marc, How can anyone actually like Rygar picture quality? It is sharp but it is by no means smooth! The messy flicker is very evident all over the whole game! But when you summon your beast, the resulting motion blur effect makes the game MUCH smoother! Motion blurring is the way out for PS2 hopeless image quality. |
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#20 | |
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Senior Member
Join Date: Aug 2002
Posts: 2,742
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Lazy, I prefer the best looking output (progressive, antialiased) like anybody else does, but I simply don't have money for such a TV, so comparisions of interlaced output is all I'm stuck with. I only have Dreamcast attached to monitor, but that also is not without problems. 640x480 resolution is more than obvious that way, and none of the DC games I have actually have FSAA. My TV does a much better job at hiding pixels, although it can have just as good colors using component cable.
As for comparing various interlaced games, I just like them the way I described. I prefer DOA3 image, although some would argue it has more shimmering than most Xbox games. Same way I prefer the look of Rygar to R&C, for example. Sure, there are games that get it even better (just right actually) like MGS2 does, or numerous other examples. Games with half height buffer interlacing problems to me lok more problematic if they depict scenes of nature (humans and such, as VF4 is doing) than what Rez is displaying. I've actually seen it on Dreamcast, and sure, the image looks better, but sure again, framerate is halved, and to me it hurts immersivenes even more for that particular game. Well, one can only hope for the sequel that would have best of both, although in this particular case, sequel seems to be very unlikely :\ Quote:
Motion blur in Rygar is really heavy and used for as a special effect. Using that throughout the game probably would not be wise. Way out of the 'hopeless image quality' (that, I'd argue, 1% of gamers actually care about, and developers are aware of that, so they don't really bother trying) is to use full frame buffers. Many games do that, even on PS2. |
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#21 |
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Guest
Posts: n/a
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Marc,
Rygar looks like a shimmering mess compared to DOA3. Only when you summon the beast and you have that motion blurring, does the image looks MUCH better. As i said it in my previous post, Motion blur everything PS2 and it will be fine. You heard that Faf? Fafracer to use high quality PS2 hardware specific motion blur! |
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#22 | |
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Senior Member
Join Date: Aug 2002
Posts: 2,742
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#23 |
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Member
Join Date: Jul 2002
Location: Italy
Posts: 209
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oh no, not this again!
Go play Baldur's Gate Dark Alliance or Mortal Kombat V or even SSX for some examples of jaggies free/high image quality PS2 games. |
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#24 | ||
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Senior Member
Join Date: Feb 2002
Posts: 2,767
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Neither MGS2 or R5 ran in 16bit to begin with(they certainly aren't dithered at any rate). BG I've only seen very little off, so I couldn't say. Two Towers does have it apparent in parts, but again, I don't know if we're talking about the same thing. I'd note that TT appears to predominantly use 4bit textures, and coupled with low color tones which are already banding prone even in 24bit, that's probably more of what you noticed. Though the color tones they chose do work to expose screen dither matrix pattern more as well. Quote:
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#25 |
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Senior Member
Join Date: Aug 2002
Posts: 2,742
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LOTR:TTT is the only game that comes to mind that has visible dithering (and it's really apparent only in some parts of few levels) I could swear Baldur's Gate: DA had nothing of that problem, and MGS2 most certainly didn't, except very minor banding on some lens flares (but if we are to include such instances, there are many games on other consoles that exibit such miniscule problems like transparent surfaces in Halo for example) Point in case, MGS2 more than likely uses 24 bit buffers. If it used only 16bit, given it's color palete and contrast range, there would be banding and dithering everywhere, while mostly there's none.
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