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#451 |
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Now Officially a Top 10 Poster
Join Date: May 2006
Location: Maastricht, The Netherlands
Posts: 8,734
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Yes, that doesn't really surprise me. Having the two next to each other now it seems very clear that the 360's UI isn't 100% designed to be scaleable. Hopefully that changes some day. It's not bad, but it's too cluttered and full now, so I wouldn't be surprised if they do something about it at some point.
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#452 | |
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#453 |
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Senior Member
Join Date: Jan 2003
Posts: 1,527
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#454 |
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Now Officially a Top 10 Poster
Join Date: May 2006
Location: Maastricht, The Netherlands
Posts: 8,734
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Here's a very quick and dirty rundown of Quaz51's posts here, though I have only taken the highest render resolution, where sometimes he has indicated the different levels of AA and such for different resolutions.
However, since Quaz51 has checked many more games than this, he may have a far better list somewhere himself. Also, he hasn't always clearly indicated where he used the demo, though probably most of the times there isn't going to be a difference between the demo and the final game, I assume. Full Auto 2: 1920x1080 AA 4x, bad framerate - PS3 NBA Street: 1920x1080 AA 4x (30-60fps) - 360 LocoRoco Cocoreccho 1920x1080 MSAA 2x -PS3 Tony Hawk Project 8: 1040x584 AA - 360 Tony Hawk Project 8: 1280x720 - PS3 Virtua Tennis 3: 1920x1080 AA 2x - PS3, 360 XMB: 1920x1080p - PS3 Dashboard: 1280x720p - 360 Perfect Dark Zero: 1138x640p - 360 Halo 3: 1152x640p - 360 Call of Duty 3: 1120x630p 360 Ninja Gaiden Sigma: 1280x720p PS3 Project Gotham Racing 3: 1024x600 360 Tomb Raider: 1024x600 360 Ridge Racer 7: NBA 07: 1920x1080 - PS3 NBA 08: 1920x1080 - PS3 Tony Hawk Proving Ground: 600p - PS3 Tony Hawk Proving Ground: 720p - 360 GRAW2: 720p - PS3 GRAW2: 720p AA 2x - 360 Super Rub a Dub: 1600x1080 - PS3 GTHD: 1440x1080 - PS3 Super Stardust HD: 1280x1080 - PS3 Skate: 1536x864 - PS3 Skate: 1280x720 AA - 360 Bioshock: 1280x720 - 360 Harry Potter: 1280x720 MSAA 2x PS3 ? Pixel Junk Racers: 1920x1080 PS3 Heavenly Sword: 1280x720 AA 4x PS3 Blast Factor Demo: 1920x1080 PS3 The Darkness Demo: 1024x576 PS3 |
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#455 | |
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Member
Join Date: Sep 2007
Posts: 194
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#456 |
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Member
Join Date: Sep 2007
Posts: 194
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Much thanks Arwin
(sorry for not using the multi-quote. I'm new to this forum and still getting acquainted w/ it. I would edit my previous post but i cant seem to locate that function.) |
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#457 | |
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Member
Join Date: May 2002
Location: France
Posts: 852
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Halo3 is 1152x640 not 1138x640 Tony Hawk Project 8 X360 is rather 1040x585 not 584 RR7 PS3 is 1920x1080 (no AA) and a last strange resolution... RR6 X360 is 1440x810 (good for fill the EDRAM without AA) and i see a framebuffer grab of tekken 5 HD with native 1920x1080 without AA, Calling All Cars too but without other confirmation Last edited by Quaz51; 29-Sep-2007 at 23:28. |
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#458 | |
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Member
Join Date: Apr 2002
Posts: 536
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Well, that explains why the filtering also seems to be improved, as I suspected - at that ridiculously high a resolution, there's a lot more room for the mip filter. It's patently obvious when you look at the pics vs. playing the game, although some still insist all the photomode is doing is "adding a little AA" - uh, yeah. Downscaling from that massive of a resolution gets rid of a lot of graphical artifacts, far more than just adding 4X AA. Thanks for your work in this Quaz. |
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#459 |
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Member
Join Date: Jun 2003
Posts: 730
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#460 |
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Member
Join Date: May 2002
Location: France
Posts: 852
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i explain in french, sorry, it's very difficult for me to write long sentence in english, if somebody can translate...
quand on utilise le photo mode et qu'on fait une capture d'ecran on voit se construire l'image sur l'ecran, on voit une succession de 49 tiles (grace au mode pause sur ma TV j'ai pu les identifier et les quantifier) qui s'affiche les uns apres les autres de gauche a droite et de haut en bas (et forme une grille de 7x7 tiles) chacun de ces tiles n'est surement rien d'autre qu'un rendu in-game de 1152x640 qui est ensuite downscalé pour construire l'image final par accumulation des 49 frames dailleurs en theorie on doit pouvoir deduire que le rendering de la capture d'ecran doit prendre moins de 1.5 seconde (a 30fps chaque frame prend moins de 33ms et y a 49 frames a produire pour generer la photo final ) Last edited by Quaz51; 30-Sep-2007 at 01:10. |
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#461 |
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I think I remember the Settlers of Catan game looking a bit better in 1080p than 720p but that may be my memory or imagination playing tricks on me.
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#462 |
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Member
Join Date: May 2002
Location: France
Posts: 852
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#463 |
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Member
Join Date: May 2002
Location: France
Posts: 852
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but Go Puzzle and Sudoku PS3 is apparently 1080p
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#464 | |
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Junior Member
Join Date: Nov 2006
Location: Cardiff, UK
Posts: 56
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#465 |
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Senior Member
Join Date: Jan 2007
Posts: 1,975
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i was wondering why they used a higher resolution with no AA. i said earlier in this thread that i would have preferred a lower resolution with AA.
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#466 | |||
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Regular
Join Date: May 2005
Location: E-town, Alberta
Posts: 8,324
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#467 | |
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Moderate Nuisance
Join Date: Feb 2002
Posts: 4,514
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"When one uses photo mode and one takes a screenshot one sees the image constructed on the screen, one sees a succession of 49 tiles (courtesy of pause mode on my TV I was able to identify and quantify them) which attaches [?] one after another from left to right and top to bottom (and form a grid of 7x7 tiles) each of these tiles is surely nothing other than an in-game render at 1152x640 which is then downscaled to construct the final image by accumulation of 49 frames. Therefore [?] in theory one could deduct that the screenshot rendering ought to take less than 1.5 seconds (at 30fps each frame takes less than 33ms and there are 49 frames to make the final photo)." |
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#468 |
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Regular
Join Date: Jun 2005
Posts: 15,691
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This thread should be a "hall-of-fame" material right ?
I mean besides understanding where we are today in terms of graphical performance, we also get to learn French in this thread. It doesn't get better than that. Quaz51, have you looked at Resistance and MotorStorm ? Last edited by patsu; 30-Sep-2007 at 06:30. |
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#469 |
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Member
Join Date: Oct 2006
Posts: 214
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Just saw the confirmation from bungie. Anyone have an explanation of why you would need 2 framebuffers for HDR rendering?
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#470 | |
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Senior Member
Join Date: Dec 2006
Posts: 1,072
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Quote:
__________________
(\__/) (='.'=) This is Bunny. Put Bunny into your sig to help him take over the world. (")_(") |
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#471 |
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Senior Member
Join Date: Jan 2003
Posts: 1,527
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if think resistance is a bit less than 720 vertically.712 or something.
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#472 |
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Senior Member
Join Date: Dec 2006
Posts: 1,072
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What about the ratchet and clank demo?
__________________
(\__/) (='.'=) This is Bunny. Put Bunny into your sig to help him take over the world. (")_(") |
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#473 |
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Registered
Join Date: Sep 2007
Posts: 2
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Hey Quaz, I am doing a writeup about resolution in current-gen games on my blog (I actually started researching this just before the whole Halo 3 fiasco occured).
I am building a short list of some multi-platform games, comparing their resolutions on each console. Have you tested other games that you have not mentioned here? Do you know of any other resources I could look? I have tried checking out screenshots on IGN (they post full-res frame buffer grabs), but they mix the 360 and PS3 screenshots up on multiplatform games. Thanks in advance for any help you can offer! |
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#474 | |
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Member
Join Date: May 2002
Location: France
Posts: 852
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Quote:
Last edited by Quaz51; 30-Sep-2007 at 12:10. |
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#475 |
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Member
Join Date: May 2002
Location: France
Posts: 852
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