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Old 06-Jan-2008, 19:37   #1
AlNets
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Join Date: Feb 2004
Location: In a Mirror Darkly
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Default List of Rendering Resolutions

The other thread was getting to big for its own good, and as has been requested often enough, an easy-to-find compilation of discovered resolutions is needed.

I or other mods may update this thread as time goes.
Here is how resolutions can be determined.

http://forum.beyond3d.com/showpost.php?p=1070774&postcount=273
http://forum.beyond3d.com/showpost.p...&postcount=282
http://forum.beyond3d.com/showpost.p...&postcount=284
http://forum.beyond3d.com/showpost.p...&postcount=292
http://forum.beyond3d.com/showpost.p...&postcount=225
http://forum.beyond3d.com/showpost.p...&postcount=222
http://forum.beyond3d.com/showpost.p...7&postcount=29
[/SIZE]

In order to reduce the number of people asking about hardware scaling, please read the following:

http://forum.beyond3d.com/showpost.p...3&postcount=77
http://forum.beyond3d.com/showpost.p...6&postcount=22
http://www.beyond3d.com/content/articles/16/

i.e.

360
  • Xenos is the hardware scaler, not HANA/ANA, which are just the video output chips dealing with digital/analog output to the various connections made with the display. Dave Baumann
  • AVIVO takes more samples for scaling so it is expected that the scaling is better (the algorithm also appears to be some form of bicubic, not a simple bilinear) Update: see below
  • Hardware scaling to the output resolution chosen in the dashboard is automagically performed .
    • In upscaling to 1080p, some games may first scale to 720p in software before the GPU scales to a 1080p output. e.g. RR6, SCIV, VF5, CoD4, H3, TR:L...
    • Some games let the GPU handle the scaling to 1080p directly from the arbitrary resolution. e.g. MotoGP 06, PGR3, ESIV:O...
    • "lanczos is just one of the selectable filters. Ultimately each game 'could' opt to use a different filter/sample count combination (though I suspect most don't bother)." -Fafalada
PS3
  • For whatever reason, the Pure Video scaler in the G7x derived GPU (RSX) is gimped to horizontal scaling of specific front buffer resolutions. See B3D Article
  • As of the January 2007 PS3 SDK, only the following front buffer resolutions are supported for hardware scaling to 1920x1080p: 960x1080 1280x1080, 1440x1080 and 1600x1080
  • Games whose back buffers are rendered at strange resolutions must upscale the front buffer (at a cost of extra memory) to either 1280x720 (720p output) or to one of the acceptable 1080p resolutions. (Note: native resolution = back buffer resolution, front buffer = image for displaying/hardware scaling)
  • ShootMyMonkey mentions scaling support for a pixel height of 576. There may be more new settings available.
Frame Buffer Calculations & Memory Consumption

Back-Buffer(s) = Pixels * FSAA Depth * Rendering Colour Depth (may include multiple render targets for deferred rendering techniques)
Z-Buffer = Pixels * FSAA Depth * Z Depth (usually 32-bit depth)
Front-Buffer(s) = Pixels * Output Colour Depth (this is what you see, almost always resolved to 8-bit per component rather than 10-bit or 16-bit)
Total = Back-Buffer(s) + Z-Buffer + Front-Buffer(s)

For Xenos, the back buffer and z-buffer must fit within the 10 MiB (10*1024*1024 bits, 8 bits/byte) to avoid tiling.

Update Dec. 3 2008: Grabbed from XNA MSDN:

"Render targets must be padded to certain dimensions based on the multisample mode. The padding required for 32-bits-per-pixel formats is 8016 for 1 antialiasing, 808 for 2 antialiasing, and 408 for 4 antialiasing."

This may explain ShootMyMonkey's information on Tomb Raider Underworld's back buffer (1024x576) and depth-buffer (1040x576) dimensions, but may be tied to a particular rendering technique they are also using.

For Xenos,
Quote:
Originally Posted by MSDN
Render targets must be padded to certain dimensions based on the multisample mode. The padding required for 32-bits-per-pixel formats is 8016 for 1 antialiasing, 808 for 2 antialiasing, and 408 for 4 antialiasing.
http://msdn.microsoft.com/en-us/library/bb447675.aspx

e.g. 1024x600, 2xMSAA, single render target FP10, 32-bit depth/Z-buffer
In the above resolution, this means that the horizontal res must be in multiples of 80, and the vertical res must be in multiples of 8. Thus 1024 is "padded" to 1040.

back buffer + Z = 1040*600*2*(32/8 + 32/8) = 9984000 bytes = 9.984MB

G-Buffers/Deferred Shading/Lighting etc.

In the case of deferred lighting renderers with G-Buffers, the single framebuffer expands to Multiple Render Targets. For example, Killzone 2 makes use of 4 MRTs and the Depth/Stencil Buffer (Z-buffer). i.e. 4 more "frame buffers" worth of memory and memory bandwidth consumption. Modern HW post-DX10-class support up to 8 MRTs and can be mixed between 32-bit and 64-bit size.

HDRR & Formats

The RGB colour space ties brightness with the colour - the magnitude of the colour channels. With FP16, RGB values are expanded greatly due to the floating point representation versus integer i.e. 10-bit mantissa, 5-bit exponent, and 1-bit sign (positive/negative). Integer formats are essentially limited to the binary value... INT8 -> 2^8 = 256 levels, INT16 -> 2^16. But lighting is non-linear in effect. Compare a value of 5 to 6 in brightness versus 200 to 201. It's not the same. Floating Point formats rectify that to a degree.

With LUV encoding, colours are separated into chominance and luminance - the absolute colour value and the brightness. A very high dynamic range is realized and the lighting accumulation can actually be more accurate (combining multiple lights for instance) than RGB.


Other formats do exist, such as R11G11B10 on Xbox 360 DX10+ as Sebbbi explains:

Quote:
Originally Posted by sebbbi
It consumes same amount of memory and bandwidth as the standard RGBA8 and FP10 formats (4 bytes per pixel), and is as fast as FP10 (A2R10G10B10_FLOAT) to sample and to render to. R11G11B10_FLOAT also supports blending and filtering. It's a perfect choice for HDR rendering as the quality is pretty much comparable to FP16 and the bandwidth and memory usage are halved.
Regarding the notable absence of the alpha channel in this format:

Quote:
Originally Posted by sebbbi
The alpha channel of the back buffer (render target) is rarely used for blending. All the most common blending techniques can be implemented with only the source alpha (object's texture alpha channel). Destination alpha is only useful for some multipass rendering tricks (and most can be implemented more efficiently with the stencil buffer).

For custom color representations (logluv, RGBE8, etc), the alpha channel is used to store the color data component (exponent, color multiplier or fourth color channel needed for the color space). When writing custom color representations to the back buffer, the alpha channel is directly written to just like the RGB channels, and no alpha blending is used. This also means that source alpha cannot be used either (as the pixel shader alpha output is used for the alpha write and contains color data instead of alpha). When you are rendering with a custom color space, the only way to get alpha channel blending to work is to pinpoint between 2 buffers (sampling the pixel color from the other and rendering to the other). This slows down the performance considerably (game has to copy the whole backbuffer to a texture for every alpha blended object).
Aspect Ratio

Some of you might be wondering how games like Call of Duty 4 (1.71:1) , Halo 3(1.8:1) , Metal Gear Solid 4 (4:3) can have rendering resolutions that are not 16:9 aspect ratio. All you need to learn about is anamorphic widescreen. The image is squeezed into the rendered resolution but is then stretched to the proper 16:9 presentation.

An example of this squeezing can easily be seen in any Doom 3 engine games (Quake 4/Prey/Quake Wars). If you have one of them handy on your PC (latest version will do), try setting your resolution to 960x720 and in the console type r_aspectratio 1 for 16:9 or 2 for 16:10. All you'll see is the in-game view being squeezed/stretched horizontally. On the flip side, if you render the game at 1280x720 while still in 4:3 mode, the Mancubus just might be the fattest enemy you'll ever see. You can help it lose some weight by setting the game to 16:9. And of course, the isomorphic 1280x720 rendition will offer more image clarity than the anamorphic 960x720.

Multisample AA - multiple geometry/sub-sample (reddish squares in below images) points with a particular weighting (surrounding the texture sample point, green square in below images) are used to determine the colour of the pixel being rendered. Sample positions can differ between AMD/nVidia. As RSX is based on the G70 architecture, the following sample patterns should apply. In the case of Xenos, it would not be unreasonable to assume that it uses the same patterns as ATI has used in the past (R300+).

The result for 2xMSAA is that there may be one intermediary shade in between polygon edge steps; one sample is found to be within one polygon (e.g. colour A), and the second sample is found in another polygon (e.g. colour B). If both sample points have equal weightings, the resultant pixel would be 50% colour A, 50% colour B. Obvious results are obtained when a polygon edge bisects the shortest imaginary line connecting the two geometry sample points. Hence, 2xMSAA for G70 will look slightly different to 2xMSAA for R520 (see sample positions below).

For the case of 4xMSAA, there may be more shades in between polygon edge steps due to the higher number of geometry samples, resulting in a smoother transition between steps. With equal weightings to each sub-sample, there will be three intermediary shades.

The easiest way to see MSAA level is to have a straight-edged object overlapping another object/background with a high contrast in colours between the two e.g. black object against a white background. Beware of JPG compressed screenshots where pixels near high frequency components (edges) can be distorted.

Quincunx AA on PS3 - two geometry sample points are used just like 2xMSAA (so the same storage cost), but it also uses 3 samples belonging to neighbouring pixels (regardless of a polygon edge) to the right and below of the original texture sampled point (see sample pattern image for clarity). The result is a blurring of the entire image, but higher perceived polygon AA. Consider a texture of higher frequency components, lots of different colour patterns. The current pixel's two geometry sample points indicate the pixel is entirely within one polygon. However, the three neighbouring sub-samples are still accounted for in the final pixel, hence the overall image blur.

Quincunx sample pattern
http://www.beyond3d.com/images/revie...plepattern.jpg

Comparison between 2xMSAA/QAA/ & blur filters

http://upsilandre.free.fr/images/Quincunx.jpg

PS3 DMC4 Temporal AA - odd and even frames are rendered with a half-pixel shift. The current frame is blended with the previous frame to achieve a similar effect as super sample AA for static scenes. In a moving scene, the blending of the odd and even frames produces a persistent blurring of the image. However, this is also advantageous for the edges of alpha-to-coverage primitives, because traditional multisampling does not work*, only super sampling.

PS3 MGS4 Temporal AApossibly disable temporal AA when the camera moves or with quick player movement to avoid ghosting/excessive blurring.

*see transparency AA or adaptive AA settings on appropriate PC hardware.

Update Dec 3 2008:

Sebbbi's take on TAA as seen so far:

Quote:
You can blend the new frame with last rendered frame (half pixel shifted offset), but this causes severe image ghosting with moving camera/objects limiting the technique usefullness. If the game can achieve solid 60 fps, it's usually better just to let the eyes do the blending themselves. 60 fps (half pixel shift every other frame) is enough to fool human eye and no distracting shimmering can be seen. Also all TV sets (and monitors) have some pixel lag, so the last frame pixels will slightly also blend together with the new pixels before being sent to the eye. Temporal AA looks good on static or slowly moving scenes, but the aliasing effect is no longer visible if the camera moves more than few pixels every frame (if blending is used you just see the ghosting and no AA at all, if no blending is used you just see the scene without AA).

There are many alternative temporal antialiasing methods that work perfectly on moving camera/objects. Reverse re-projection is one of them. For each rendered pixel, you calculate the position of the same surface pixel in last frame by utilising last frame model and view matrices (and sample the last frame back buffer texture at that position). This method is comparable to 2xSSAA, but affects only surfaces (not edges). The technique is most useful in hiding pixel shader based aliasing (caused by various parallax mapping techniques, shadow map sampling, negative lod bias shimmering, etc, etc). MSAA techniques do not anti alias polygon surfaces at all (leaving all aliasing caused by pixel shader and sampling). Like SSAA, all temporal aliasing techniques also antialias stencil buffer based effects (stencil shadows, etc).
----------------------


Black Levels & Output

Xbox 360
Standard = 16-235
Intermediate
Expanded = 0-255

PS3
Limited Range = 16-235
Full Range = 0-255


----------------------------

UE3.0 etc & the "missing" MSAA - AA is apparent in certain cases, and it's possible the rendering pipeline or the use of post-processing effects, with respect to the MSAA resolve, messes with the end results. e.g. drawing effects after the msaa resolve.... HDR tone-mapping occurring after the msaa resolve, leading to no AA'd edges... etc

Consider that an AA'd frame is resolved and the HDR lighting is applied afterwards. The lighting would be using colour ranges far exceeding the original resulting in an incorrect comparison.

----------------------------

RSX FYI

500MHz Core/650MHz Mem

http://game.watch.impress.co.jp/docs...925/3d_tgs.htm

---------------------------

Alpha to Coverage (A2C) (AlStrong - do contradict when feasible please... only want the best info - Today... May 31 2010)

This technique converts the alpha component output from the pixel shader to a coverage mask. Regular alpha-tested textures are either visible or not visible (0 or 1, hence the pixel aliasing). When the MSAA is applied each output fragment gets a transparency of 0 or 1 depending on alpha coverage and the MSAA result. The higher the MSAA, the closer the result is to being "correct". With 2xMSAA or no MSAA, the dither pattern is most readily noticed in still shots. Higher MSAA can hide that effect.

The reason is mainly to avoid sorting alpha transparencies from back-to-front, which can be a costly and imperfect set of operations, impacting the framerate and memory bandwidth consumption much more heavily (alpha blend)... assuming one is already utilizing MSAA. MSAA works on polygon edges, but alpha tested polygon edges do not conform to the leaves and other wirey details you do see.

Take for example... a 4x4 inch glass plate with coloured leafy designs and edges within (alpha test, what's transparent glass and not). The MSAA itself does not look at the components within the 4x4 inch "polygon" plate. It looks at the 4x4 inch glass as a polygon or quad.

Quincunx AA has the "benefit" of already blurring all screen-space pixels, which may lead to smoother looking alpha textures such as foliage and wire fences.

So called Transparency AA or Adaptive AA on PC will selectively supersample or apply a less effective MSAA on the alpha-tested texture to produce better results. e.g. render the 4x4 inch glass at 2x2 resolution and downsample...

------------------------

Notice: devs, please correct when possible. PM either me or Shifty Geezer. Thank You.
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Old 06-Jan-2008, 19:37   #2
AlNets
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Default

Playstation 3

50 Cent = 1280x720 (blur filter)

Afro Samurai = 1280x720 (QAA)
Alice: Madness Returns = 1280x720 (MLAA)
Aliens: Colonial Marines = 1280x720 (no AA)
Aliens Vs Predator = 1120x630 (custom AA)
Alone in the Dark = 1120x630 (no AA)
Army of Two = 1280x720 (no AA)
Assassin's Creed = 1280x720 (QAA)
Assassin's Creed 2 = 1280x720 (QAA), 960x720 (QAA) -> 1080 mode.
Assassin's Creed 2: Bromance = 1280x720 (QAA)
Assassin's Creed 2: Revelations = 1280x720 (post-AA)
Assassin's Creed 3 = 1280x718 (black bar at top, post-AA)
Assassin's Creed 4 = 1280x720 (post-AA)
Assassin's Creed 3: Side Story 2
Assassin's Creed 3: Side Story 3
Assassin's Creed 3: Side Story 4
Assassin's Creed 3: Don't Stop Dancing
Assassin's Creed 3: Higher
Assassin's Creed 3: My Sacrifice
Assassin's Creed 3: One Last Breath
Assassin's Creed 3: With Arms Wide Open
Assassin's Creed 3: The Ending DLC
Assassin's Creed 3: The After Credits Ending DLC
Avatar = 1280x692 (QAA, black borders)
Azura's Wrath = 1280x720 (no AA)

Backbreaker = 1152x640 (2xAA + blur filter)
Batman: Arkham Asylum = 1280x720 (no AA)
Batman: Arkham City = 1280x720 (no AA)
Batman: Arkham Origins = 1280x720 (FXAA)
Battle Fantasia = 1280x720 (no AA, toggable blur filter)
Battlefield 3 = 1280x704 (MLAA) black bars
Battlefield: Bad Company = 1280x720 (no AA)
Battlefield: Bad Company 2 = 1280x720 (no AA)
Bayonetta = 1280x720 (no AA)
Beijing 2008 = 1024x768 (no AA)
Beowulf = 1280x720 (no AA)
Bionic Commando = 1120x640 (no AA)
Bioshock = 680p (no AA, blur filter pre-patch)
Bioshock 2 = 1280x720 (no AA)
Bioshock Infinite = 1152x640 (FXAA)
Binary Domain =
Blacksite: Area 51 = 1280x720 (no AA)
BlazBlue: Calamity Trigger = 1280x720 (QAA background, no AA characters )
Blur = 1280x720 (2xAA + half-pixel, bilinear-filtered edge blur)
Bodycount = 1024x640 (FXAA?)
Borderlands = 1280x720 (no AA)
Borderlands 2 = 1280x720 (no AA)
Bourne Conspiracy, The (demo) = 1280x720 (no AA)
Brink = 1280x720 (no AA)
Brutal Legend = 1152x720 (no AA)
Bulletstorm = 1280x720 (no AA)
Burnout: Paradise = 1280x720 (2xAA)

Call of Duty 3 (screenshot) ~1088x624 (2xAA)
Call of Duty: Black Ops = 960x544 (2xAA)
Call of Duty: Black Ops 2 = 880x720 (dynamic? Instances of 832x624..., post-AA)
Call of Duty: Ghosts = 928x600 ? (no AA? broken?)
Call of Duty: Modern Warfare = 1024x600 (2xAA)
Call of Duty: Modern Warfare 2 = 1024x600 (2xAA)
Call of Duty: Modern Warfare 3 = 1024x600 (2xAA)
Call of Duty: World at War = 1024x600 (2x AA)
Call of Juarez: Bound in Blood = 1152x640 (4x2 custom edge AA)
Call of Juarez: The Cartel = 1280x720 (custom edge AA)
Cars Mater-National = 1280x720 (QAA), 1920x1080 (QAA)
Castlevania: Lords of Shadow = 1280x720 (no AA)
Castlevania: Lords of Shadow 2 = 1024x720 (post-AA)
Catherine = 1280x720 (QAA)
Chronicles of Riddick: Dark Athena = 1024x720 (QAA)
Command & Conquer: Red Alert 3 = 1280x720 (no AA)
Conan (demo) = 1024x576 (no AA)
Condemned 2 = 1280x720 (no AA)
Conflict: Denied Ops = 1280x720 (no AA) or 960x1080
Crysis = 1024x720 (TAA + edge post-process)
Crysis 2 = 1024x720 (TAA + edge post-process)
Crysis 3 = 1024x720 (SMAA T2X)

Dante's Inferno = 1280x720 (no AA)
Dark Sector = 1152x640 (no AA)
Darksiders = 1152x640 (no AA)
Darksiders II = 1152x640 (post-AA)
Darkness, The (demo) = 1024x576 (no AA)
Darkness II, The = 1152x600 (FXAA)
Dark Souls = 1024x720 (2xAA)
Dark Souls 2 = 1280x720 (post-AA)
Dead Island = 1280x720 (custom edge filter)
Dead or Alive 5 = dynamic up to 1280x720 (no AA in-game)
Dead Rising 2 = 1024x576 (2xAA)
Dead Space = 1280x720 (no AA)
Dead Space 2 = 1280x720 (no AA)
Dead Space 3 = 1280x720 (FXAA)
Dead to Rights: Retribution = 1072x603 (2xAA) ?
de Blob 2 = 1280x720 (2xAA)
Def Jam Icon (screenshot) = 1152x648 (no AA)
Demon's Souls = 1280x720 (no AA)
Deus Ex: Human Revolution = 1280x720 (MLAA)
Devil May Cry 4 = 1280x720 (2xAA, temporal)
Devil May Cry (DmC) = 1280x720 (post-AA -> MLAA?)
Diablo III = 1120x584 (2xAA)
Dirt = 1280x720 (QAA)
Dirt 2 = 1280x720 (QAA)
Dishonoured = 1280x720 (post-AA)
Dragon Age: Origins = 1280x720 (AA ?)
Dragon Age II = 1280x720 (MLAA)
Dragon Ball: Raging Blast 2 = 1280x720 (no AA)
Dragon's Dogma = 1280x608 (black bars, FXAA)
Driver: San Fransisco = ~1120x720 (2xAA)
Duke Nukem Forever = 1152x640 (no AA)
Dynasty Warriors 6 = 1280x720 (no AA)
Dynasty Warriors 7 = 1280x720 (no AA)

EDF: Insect Armageddon = 1280x720 (QAA)
El Shaddai = 1152x576 (no AA)
Elder Scrolls IV: Oblivion = 1280x720 (no AA)
Elder Scrolls V: Skyrim = 1280x720 (likely FXAA, more aggressive edge detection than 360 iteration)
End of Eternity/Resonance of Fate = 1088x720 (2xAA)
End War = 1280x720 (2xAA)
Enslaved = 1280x720 (no AA)

F.E.A.R. = 1280x720 (blur filter)?
F.E.A.R. 2 = 1280x720 (no AA)
F.E.A.R. 3 = 1280x720
F1 2010 = 1280x720 (QAA)
F1 2011 = 1280x720 (MLAA)
FaceBreaker = 1280x720 (QAA), 960x1080
Fallout 3 = 1280x720 (no AA)
Fantastic Four: Rise of the Silver Surfer = 1280x720 (no AA)
Far Cry 2 = 1274x692 (QAA, black borders)
Far Cry 3 = 1274x702 (post-AA, black borders)
Fifa 2008 = 1280x720 (no AA)
Fifa 2010 = 1280x720 (QAA)
Fifa 2011 = 1280x720 (QAA)
Fifa 2014 = 1280x720 (QAA)
Fifa Street 3 = 1920x1080 (no AA)
Fight Night Champion Online =
Fight Night Round 4 = 1280x720 (QAA)
Final Fantasy XIII = 1280x720 (2xAA)
Full Auto 2 (demo) = 1920x1080 (4x AA)
Fracture = 1152x648 (no AA)

Ghostbusters = 960x540 (QAA, pre-patch), 1024x576 (2xAA, post-patch)
Ghost Recon: Advanced Warfighter 2 = 1280x720
Ghost Recon: Future Soldier = 1024x600 (FXAA)
G.I. Joe: The Rise of the Cobra = 1280x720 (QAA)
Godfather II = 1200x720 (blur filter)
God of War: Collection Volume I = 1280x720 (2xAA) or 960x1080 (no AA), 3D is 1280x720
God of War: Collection Volume II = 1280x720 or 1920x1080 (no AA)
God of War III = 1280x720 (MLAA)
Golden Axe: Beast Rider = 1280x720 (no AA, blur filter)
Golden Compass = 1280x720 (no AA)
Grand Theft Auto IV = 1152x640 (QAA)
Grand Theft Auto V = 1280x720 (FXAA)
Gran Turismo 5: Prologue = 1080p mode is 1280x1080 (2xAA) in-game while the garage/pit/showrooms are 1920x1080 with no AA. 720p mode is 1280x720 (4xAA)
Gran Turismo 5 = 1280x720 (4xAA), 1280x1080 (QAA, TAA selectable), 1280x720 (QAA) in 3D mode
Guitar Hero 3 = 1040x585 (no AA)
Guitar Hero Aerosmith = 1040x585 (no AA)
Guitar Hero World Tour = 1040x585 (no AA)
Guitar Hero 5 = 1024x576 (no AA)

HAWX = 1280x720 (no AA, horizontal blur)
HAWX2 = 1280x720 (2xAA, full screen blur filter)
Haze (demo) = 1024x576 (2xAA)
Heavenly Sword = 1280x720 (4xAA)
Heavy Rain = 1280x720 (2xAA)
Hitman: Absolution = 1280x720 (MLAA)
Homefront = 1024x576 (no AA)

Ico = 1280x720 or 1920x1080 (MLAA)
IL2 Sturmovik = 1280x720 (QAA)
Infamous = 1280x720 (no AA)
Infamous 2 =
Incredible Hulk = 1280x720 (no AA), 960x1080 (no AA)

James Bond 007: Blood Stone = 1280x720 (2xAA + blur filter, half pixel, bilinear edge filter)
Jericho (demo) = 996x560 (2x AA)
Juiced 2: Hot Import Nights = 1280x720 (QAA)

Killzone 2 = 1280x720 (QAA)
Killzone 3 = 1280x720 2D, 640x716 3D, (both MLAA )
Kingdoms of Amalur = 1280x720 (no AA)
Kung Fu Panda = 1280x720 (no AA), 960x1080 (no AA)

Lair = 800x1080 (2xAA) - AA buffers are merged to produce 1600x1080 for further scaling
Legend of Spyro: Dawn of the Dragon, The = 1280x720 (no AA)
Legendary = 1280x720 (no AA)
LEGO: Batman = 1280x720 (no AA, slight blur filter)
LEGO: Harry Potter 1-4 = 1280x720 (no AA)
LEGO: Indiana Jones = 1280x720 (no AA), 960x1080 (no AA)
LEGO: Star Wars III = 1280x720 (edge detect blur filter)
Little Big Planet = 1280x720 (2xAA)
Little Big Planet 2 = 1280x720 (MLAA)
Lord of the Rings: Conquest = 640p (no AA)
Lost Planet = 1280x720 (temporal 2xAA)
Lost Planet 2 = 1280x720 (no AA)

Madden NFL '09 = 1280x720 (no AA)
Mafia 2 = 1280x720 (no AA)
MAG = 1280x720 (2xAA)
Marvel: Ultimate Alliance = 1280x720 & 1920x1080 (no AA)
Marvel: Ultimate Alliance 2 = 1024x576 (2xAA)
Marvel Vs Capcom 3 = 1280x720 (no AA)
Mass Effect = 1280x720 (no AA)
Mass Effect 2 = 1280x720 (no AA)
Mass Effect 3 = 1280x720 (FXAA)
Medal of Honor = 1280x720 (no AA)
Medal of Honor: Warfighter = 1280x704 (MLAA)
Mercenaries 2: World in Flames = 1280x720 (no AA)
Metal Gear Online = 1024x768 (2xAA, temporal)
Metal Gear Solid 4: Guns of the Patriot = 1024x768 (2xAA, temporal)
Metal Gear Solid V: Ground Zeroes = 992x720 (post-AA)
Metro: Last Light = 1152x640 (post-AA)
Midnight Club: Los Angeles = 960x720 (QAA)
Mirror's Edge = 1280x720 (no AA)
MotoGP '10/'11 = 1280x704 (no AA)
Mortal Kombat 9 = 1280x720 (edge blur filter), one of the levels appears to be 680p. 1/2x1/2 transparencies, 960x720 in 3D mode
Mortal Kombat vs DC = 1040x624 (QAA)
MLB08: The Show = 1280x720 (2xAA) - The rendering window is adjustable down to 576p without upscaling to 720p i.e. the frame has black borders
MLB09: The Show = 1280x720 (2xAA) or 1920x1080 (no AA)
Motorstorm = 1280x720 (2xAA)
Motorstorm Apocalypse = 1280x1080 (dynamic) 2D, 1024x720 3D (MLAA)
Motorstorm Pacific = 1280x720 (dynamic down to 576p, 2xAA)
MX vs ATV: Alive = 1280x720 (no AA)
MX vs ATV: Reflex = 1280x720 (no AA)
MX vs ATV: Untamed = 1024x576 (no AA)

Nail'd = 1152x640 (4x2 custom edge AA)
Naruto Ninja Storm 2 = 1280x720 (no AA)
NBA07 (demo) = 1920x1080 (no AA)
NBA08 (demo) = 1920x1080 (no AA)
NBA Live '08 = 1280x720 (no AA)
NBA Street Home court (screenshot) = 1920x1080 (no AA)
Need For Speed: Hot Pursuit = 1280x720 (2xAA on cars, no AA on environment)
Need For Speed: Most Wanted (2012) = 1280x704 (post-AA)
Need For Speed: Pro Street = 1280x720 (QAA)
Need For Speed: Shift = 1280x720 (QAA)
Need For Speed: Shift 2 =1280x720 (MLAA)
Need For Speed: The Run = 1280x704 (MLAA) black bars
Need For Speed: Undercover = 1280x720 (QAA)
NFL Tour = 1280x720 (no AA, poor framerate)
NHL '09 = 1280x720 (4xAA)
Ninja Gaiden: Sigma = 1280x720 (no AA, has weird scaling to support 1080p)
Ninja Gaiden: Sigma 2 = 1280x718 (dynamic 2xMSAA, black borders)
Ninja Gaiden 3 = dynamic up to 1280x720 (dynamic 2xAA)

Operation Flashpoint 2 = 1280x720 (QAA)
Orange Box, The = 1280x720 (QAA or full screen blur...)
Overlord = 1280x720 (no AA)
Overlord II = 1280x720 (no AA)

Pirates des Caraibes (screenshot) = 768x1080 (no AA), 960x720 en mode 720p
Portal 2 = 1280x720 (MLAA)
Prince of Persia = 1280x720
Prince of Persia: The Forgotten Sands = 1280x720 (2xAA + blur? or quincunx)
Pro Evolution Soccer 2008 = 1280x720 (QAA)
Pro Evolution Soccer 2010 = 1280x720 (2xAA in-game, no AA cut-scenes)
Pro Evolution Soccer 2011 = 1280x720 (no AA)
Prototype = 1120x640 (QAA)

Quake Wars: Enemy Territory = 1280x720 (no AA)

Race Driver: GRID = 1280x720 (2xAA)
Rage = 640x720 up to 1280x720 (no AA)
Rainbow Six Vegas 2 = 1280x720 (2xAA)
Ratchet & Clank: Tools of Destruction = 960x704 (2xAA, AA samples used to reconstruct 720p)
Ratchet & Clank: A Crank in Time = 960x704 (2xAA, AA samples used to reconstruct 720p)
Red Dead Redemption = 1152x640 (QAA)
Red Faction: Armageddon = 960x540 (MLAA)
Red Faction: Guerrilla = 1280x720 (no AA)
Resident Evil 5 = 1280x720 (dynamic 0-QAA)
Resident Evil 6 = 1280x720 (Post-AA)
Resistance: Fall of Man = 1280x720 (QAA)
Resistance 2 = 1280x720 (QAA)
Resistance 3 = 960x704 (QAA)
Ridge Racer 7 (demo) = 1920x1080 (no AA)
Rise of the Argonauts = 1280x720 (no AA)
Risen 2: Black Waters = 1120x640 (no AA)
Rock Band = 1280x720 (2xAA, post-fx or lighting usually resulting in "no AA")
Rock Band 2 = 1280x720 (2xAA, post-fx or lighting usually resulting in "no AA")
Rock Band: The Beatles = 1280x720 (2xAA, post-fx or lighting usually resulting in "no AA")
Rock Band: Green Day = 1280x720 (2xAA, post-fx or lighting usually resulting in "no AA")
Ryu Ga Gotoku 3 = 1024x768 (no AA)

Saboteur = 1280x720 (edge detect)
Sacred 2: Fallen Angel = 1280x720 when sub-HD output selected, 1920x1080 for any HD output (no AA)
Saint's Row 2 = 640p (QAA)
Saint's Row 3 = 1280x720 (2xMSAA material pass), 800x450 (lighting & G-buffer passes)
Saint's Row 4 = 960x720 (fxaa?)
SCORE International Baja 1000 = 1280x720 (no AA)
SEGA: All Stars Racing = 1280x720 (2xAA)
SEGA: Rally Revo = 1280x720 (4xAA, alpha blend)
SEGA: Superstars Tennis = 1280x720 (QAA, 30fps)
Shadow of the Colossus = 1280x720, 960x1080 (MLAA), 720p for 3D
Shadows of the Damned = 1280x720 (no AA, higher AF)
Silent Hill: Homecoming = 1024x576 (no AA)
Simpsons, The = 1280x720 (no AA)
Singularity = 1280x720 (no AA)
Skate = 1280x720 (no AA)
Skate 3 = possibly 1152x640 (2xAA, super blur filter makes it difficult to determine exact res)
Sleeping Dogs = 1152x640 (FXAA)
Soldier of Fortune: Payback = 1280x720 (no AA)
Sonic & All-Stars Racing Transformed = 1280x720 (post-AA)
Sonic Unleashed = 880x720 (blur filter)
Soul Calibur IV = 1280x720 (no AA), 1280x576 in 1080p mode
Soul Calibur V = 1280x720 (MLAA)
Spec Ops: The Line = ~1120x640 (light FXAA?)
Spiderman: Web of Shadows = 1280x720 (no AA)
Spiderman: Shattered Dimensions = 1120x630 (no AA)
Splinter Cell: Blacklist = 1152x640 (post-AA)
Split-Second = 1280x720 (2xAA)
SSX = 1120x585 (FXAA)
Star Ocean 4: The Last Hope = 1024x720 (2xAA, in field), ~930x512 (2xAA, in battle)
Star Wars: The Force Unleashed = 1280x720 (no AA)
Stormrise = 1280x720 (2xAA)
Street Fighter IV = 1280x720 (no AA), 1120x630 (in up-close character view)
Super Stars V8: Next Challenge = 1280x720 (2xAA)
Super Street Fighter IV = 1280x720 (no AA)
Supercar Challenge = 960x1080 (no AA)
Syndicate = 1280x720 (post-AA, dynamic res)

Tekken 6 = 1024x576 (2xMSAA w/o motion blur, no AA w/motion blur)
Tekken Tag Tournament 2 = dynamic 720x720 to 1280x720, mostly 1024x720 with 2 characters in-game (with motion blur), max 900x720 with 3 characters, max 800x720 with 4 characters (no AA in-game, 2xAA for character LED background or no-characters-environment-only/rankings view), more often 1280x720 with 2 characters no motion blur
Terminator: Salvation = 1152x648 (blur filter)
Test Drive Unlimited = 1280x720 (QAA?)
Test Drive Unlimited 2 = 1280x720 (MLAA)
Tiger Woods PGA Tour '09 = 1280x720 (no AA)
Tiger Woods PGA Tour '11 = 1280x720 (no AA)
Tomb Raider = 1280x720 (MLAA)
Tomb Raider: Underworld = 1280x720 (QAA)
Tony Hawk's Project 8 = 1280x720
Tony Hawk's Proving Ground (demo) = 1024x576 (no AA)
Top Spin 3 = 1280x720 (QAA)
Top Spin 4 = 1280x720 (QAA) 2D, 1024x720 (no AA) 3D
Transformers = 960x1080 (no AA)
Transformers: Revenge of the Fallen = 1120x720 (blur filter)
Transformers: War for Cybertron = 1024x600 (no AA)
Tron = 1280x720 (no AA)
Turning Point: Fall of Liberty = 1280x720 (no AA)
Turok = 1280x720 (no AA)

UEFA Euro 2008 = 1280x720 (no AA)
UFC 2009: Undisputed = 1280x720 (no AA in-game, 4xAA cutscenes)
Uncharted: Drake's Fortune = 1280x720 (2xAA)
Uncharted 2 = 1280x720 (2xAA)
Uncharted 3 = 1280x720 (edge detect) in 2D, 896x504 in 3D
Unreal Tournament III = 1280x720 (no AA)

Vanquish = 1024x720 (2xAA)
Viking: Battle for Asgard = 960x720 (2xAA) - AA buffers are merged to a 1920x720 framebuffer, which is then downscaled to 1280x720
Virtua Fighter 5 = 1024x1024 (no AA)
1024x768 en mode 1080p
Virtua Tennis 2009 = 1280x720 (QAA)
Virtua Tennis 3 = 1920x1080 (2x AA)
Virtua Tennis 4 = 1280x720 (2xAA) for 2D and 3D, 640x720 in 3D for cut-scenes

WALL E = 1280x720 (no AA)
Wanted = 1120x640 (no AA)
Warhammer 40,000: Space Marine = 1138x640 (post-AA)
Wheelman = 1280x720 (no AA)
Wolfenstein = 1280x720 (no AA)
World Series Of Poker 2008 = 1920x1080 (2xAA)
WWE 08 = ? 640x720 ? (2x AA) - les edges ont l'aparence du 1280x720 mais d'apres certain artefact il semble que ce soit le resultat de la fusion de 2 buffers MSAA 640x720
translation StefanS: "The edges give the impression of being 1280x720p, but because of a certain artifact it seems that it is the result of the fusion of 2 MSAA buffers of resolution 640x720"
WWE All-Stars = 1152x640 (no AA)

XCOM: Enemy Unknown = 1280x720 (FXAA)
X-Men Origins: Wolverine = 1280x720 (no AA)

Zone of the Enders HD = 1280x720 (no AA)


PSN GAMES

1942: Joint Strike = 1280x720 (4xAA) or 1920x1080 (2xAA)
After Burner Climax = 1280x720 (no AA)
Battlefield 1943 = 1280x720 (no AA)
Blast Factor = 1920x1080 (no AA)
Bionic Commando: Rearmed = 1280x720 (no AA)
Calling All Cars (screenshot) = 1920x1080 (4x AA)
Commando 3 = 1280x720 (4xAA) or 1920x1080 (2xAA)
Dead Nation = 1280x720 (no AA)
Echochrome = 1920x1080 (2xAA)
Elefunk = 1920x1080 (4xAA)
Explodemon = 1280x720 (no AA)
Fat Princess = 1920x1080 (no AA)
flOw = 2560*1440 (720p 4xSSAA)
Flower = 1440x810 (2xAA)
Forbidden Siren = 1024x512 (4xAA)
Go Puzzle = 1920x1080
GTHD = 1440x1080 (no AA) - Vehicle selection is rendered at 1920x1080
Hard Corps: Uprising = 1280x720 (no AA)
High Velocity Bowling = 1920x1080 (no AA)
Lara Croft and The Guardian of Light = 1024x576 (QAA)
Locoroco Cocoreccho = 1920x1080 (2x AA)
Mainichi Issyo = 1440x1080 (4xAA)
Pixel Junk Monsters/Racers/Eden = 1920x1080
Puddle = 1280x720 (post-AA)
Red Faction: Battlegrounds = 1280x720 (QAA)
Rocketmen = 1920x1080 (2xAA)
Rub'a'dub = 1600x1080 (no AA)
Snakeball = 1280x1080 (no AA)
Stacking = 1152x720 (custom edge filter)
Stardust HD = 1280x1080 (no AA) pre-update, 1920x1080 (no AA) or 1280x720 (4xAA) post-update
Strider = 1280x720 (post-AA)
Sudoku = 1920x1080
Super Rub-a-Dub = 1600x1080
Tekken 5 Dark Resurrection (screenshot) = 1920x1080 (no AA), not always?
TMNT:TiT Re-shelled = 1280x720 (no AA)
Trine 2 = dynamic 1280x720 (FXAA)
Virtua Fighter 5: Final Showdown = 1280x720 (FXAA)
Warhawk = 1280x720 (4xAA)
Wipeout HD = dynamic-framerate-dependent 1080p framebuffer (1280x1080 to 1920x1080)
Wolf of the Battlefield: Commando 3 = 1920x1080 (2xAA)
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Old 06-Jan-2008, 19:37   #3
AlNets
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Join Date: Feb 2004
Location: In a Mirror Darkly
Posts: 15,178
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Xbox 360

50 Cent = 1280x720 (no AA)

Afro Samurai = 1280x720 (4xAA)
Alan Wake = 960x544 (4xAA)
Alice: Madness Returns = 1280x720 (no AA)
Aliens: Colonial Marines = 1152x640 (no AA)
Aliens Vs Predator = 1120x630 (custom AA)
Alone in the Dark = 1040x600 (2xAA)
Arcania: Gothic 4 =
Army of Two = 1280x720 (2xAA)
Assassin's Creed = 1280x720 (2xAA)
Assassin's Creed 2 = 1280x720 (2xAA)
Assassin's Creed 2: Bromance = 1280x720 (2xAA)
Assassin's Creed 2: Revelations = 1280x720 (post-AA)
Assassin's Creed 3 = 1280x720 (post-AA)
Assassin's Creed 4 = 1280x720 (post-AA)
Assassin's Creed 3: Side Story 1
Assassin's Creed 3: Side Story 2
Assassin's Creed 3: Side Story 3
Assassin's Creed 3: Side Story 4
Assassin's Creed 3: Don't Stop Dancing
Assassin's Creed 3: Higher
Assassin's Creed 3: My Sacrifice
Assassin's Creed 3: One Last Breath
Assassin's Creed 3: With Arms Wide Open
Assassin's Creed 3: The Ending DLC
Assassin's Creed 3: The After Credits Ending DLC
Avatar = 1280x696 (2xAA, black borders)
Azura's Wrath = 1280x720 (no AA)

Backbreaker = 1152x640 (2xAA + blur filter)
Banjo Kazooie: Nuts and Bolts = 1280x720 (2xAA)
Batman: Arkham Asylum = 1280x720 (2xAA)
Batman: Arkham City = 1280x720 (no AA)
Batman: Arkham Origins = 1280x720 (FXAA)
Battle Fantasia = 1280x720 (no AA, toggable blur filter)
Battlefield 3 = 1280x704 (FXAA) black bars
Battlefield: Bad Company = 1280x720 (no AA)
Battlefield: Bad Company 2 = 1280x720 (no AA)
Bayonetta = 1280x720 (no AA)
Beijing 2008 = 1280x720 (2xAA)
Beowulf = 1280x720 (4xAA)
Bionic Commando = 1120x640 (no AA)
Bioshock = 1280x720 (no AA)
Bioshock 2 = 1280x720 (edge blur filter)
Bioshock Infinite = 1152x720 (FXAA)
Binary Domain =
Blacksite: Area 51 = 1280x720 (2xAA)
BlazBlue: Calamity Trigger = 1280x720 (2xAA background, no AA characters )
Blue Dragon = 1280x720 (2xAA)
Blur = 1280x720 (4xAA)
Bodycount = 1024x720 (FXAA)
Borderlands = 1280x720 (no AA)
Borderlands 2 = 1280x720 (no AA)
Brink = 1120x720 (FXAA, dynamic res)
Brutal Legend = 1200x720 (no AA)
Bulletstorm = 1280x720 (no AA)
Burnout: Paradise = 1280x720 (2xAA)

Call of Duty 3 = 1040x624 (2xAA)
Call of Duty: Black Ops = 1040x608 (2xAA)
Call of Duty: Black Ops 2 = 880x720 (2xAA)
Call of Duty: Ghosts = 1024x600 (2xAA)
Call of Duty: Modern Warfare = 1024x600 (2xAA)
Call of Duty: Modern Warfare 2 = 1024x600 (2xAA)
Call of Duty: Modern Warfare 3 = 1024x600 (2xAA)
Call of Duty: World at War = 1024x600 (2x AA)
Call of Juarez: Bound in Blood = 1280x672 (4x2 custom edge AA + black borders)
Call of Juarez: The Cartel = 1200x720 (custom edge AA)
Castlevania: Lord of Shadow = 1280x720 (no AA)
Castlevania: Lords of Shadow 2 = 1024x720 (post-AA)
Catherine = 1280x720 (2xAA)
Cars Mater-National = 1280x720 (4xAA)
Club, The = 1280x720 (4xAA)
Command & Conquer: Red Alert 3 = 1280x720 (no AA, blur filter)
Conan = 1024x576 (no AA)
Condemned 2 = 1280x720 (2xAA)
Conflict: Denied Ops = 1280x720p (2xAA)
Chronicles of Riddick: Dark Athena = 1280x720 (4xAA)
Crackdown = 1280x720 (2xAA)
Crash Time = 1280x720 (2xAA)
Crysis = 1152x720 (TAA + edge post-process)
Crysis 2 = 1152x720 (TAA + edge post-process)
Crysis 3 = 1152x720 (SMAA T2X)

Dante's Inferno = 1280x720 (no AA)
Darkness, The = 1280x720 (4xAA)
Darkness II, The = 1152x600 (FXAA)
Dark Sector = 1280x720 (no AA)
Darksiders = 1152x640 (no AA)
Darksiders II = 1152x640 (post-AA)
Dark Souls = 1024x720 (2xAA)
Dark Souls 2 = 1280x720 (post-AA)
Dead Island = 1200x720 (custom edge filter)
Dead or Alive 4 = 1280x720 (2xAA)
Dead or Alive 5 = dynamic up to 1280x720 (no AA in-game)
Dead or Alive Xtreme 2 = 1280x720 (2xAA)
Dead Rising = 1280x720 ( up to 4xAA depending on frame rate)
Dead Rising 2 = 1280x720 (2xAA)
Dead Space = 1280x720 (no AA)
Dead Space 2 = 1280x720 (no AA)
Dead Space 3 = 1280x720 (FXAA)
Dead to Rights: Retribution = 1088x612 (2xAA) ?
de Blob 2 = 1152x640 (2xAA)
Deus Ex: Human Revolution = 1280x720 (FXAA)
Devil May Cry 4 = 1280x720 (2xAA)
Devil May Cry (DmC) = 1280x720 (post-AA -> FXAA?)
Diablo III = 1120x584 (2xAA)
Dirt = 1280x720 (4xAA)
Dirt 2 = 1280x720 (4xAA)
Dirt 3 = 1280x720 (4xAA)
Dishonoured = 1280x720 (post-AA)
Don King Prizefighter = 1024x630 (2xAA)
Dragon Age: Origins = 1280x720 (2xAA)
Dragon Age II = 1280x720 (2xAA)
Dragon Ball: Raging Blast = 1280x720 (1x1 edge blur)
Dragon Ball: Raging Blast 2 = 1280x720 (1x1 blur)
Dragon's Dogma = 1280x608 (black bars, FXAA)
Driver: San Fransisco = ~1120x720 (FXAA?)
Duke Nukem Forever = 1152x640 (no AA)
Dynasty Warriors 6 = 1280x720 (no AA)
Dynasty Warriors 7 = 1280x720 (no AA)
Dynasty Warriors: Strike Force = 1280x720 (no AA)

EDF: Insect Armageddon = 1280x720 (2xAA)
El Shaddai = 1120x576 (2xAA)
Elder Scrolls IV: Oblivion = 1024x600 (2xAA) - Same for GOTY Edition!
Elder Scrolls V: Skyrim = 1280x720 (likely FXAA, less aggressive edge detection than PS3 iteration)
End of Eternity/Resonance of Fate = 1088x720 (2xAA)
End War = 1280x720 (2xAA)
Enslaved = 1280x720 (no AA)

F.E.A.R. = 1280x720 (2xAA) + slight blur?
F.E.A.R. 2 = 1280x720 (2xAA)
F.E.A.R. 3 = 1280x720
F1 2010 = 1280x720 (4xAA)
F1 2011 = 1280x720 (4xAA)
Fable II = 1120x720 (blur filter, 2xAA)
Fable III =
FaceBreaker = 1280x720 (4xAA)
Fallout 3 = 1280x720 (4xAA, certain edges)
Fantastic Four: Rise of the Silver Surfer = 1280x720 (4xAA)
Far Cry 2 = 1280x696 (2xAA, black borders)
Far Cry 3 = 1280x704 (post-AA, black border on bottom)
Fifa 2006 = 1024x576 (2xAA)
Fifa 2007 = 1200x675 (no AA)
Fifa 2008 = 1280x720 (2xAA)
Fifa 2010 = 1280x720 (2xAA)
Fifa 2011 = 1280x720 (2xAA)
Fifa 2014 = 1280x720 (2xAA)
Fifa Street 3 = 1920x1080 (4xAA)
Fight Night Champion Online =
Fight Night Round 4 = 1280x720 (4xAA)
Final Fantasy XIII = 1024x576 (2xAA)
Fracture = 1280x720 (no AA)
Forza Horizon = 1280x720 (4xAA + FXAA)
Forza Motorsport 2 = 1280x720 (2xAA in-game, 4xAA replay & vehicle select)
Forza Motorsport 3 = 1280x720 (2xAA in-game, 4xAA replay & vehicle select)
Forza Motorsport 4 = 1280x720 (4xAA in time trial, 2xAA otherwise, 4x in car viewing etc.)

Gears of War = 1280x720 (HD), 960x720 (SD) (2xAA on static objects?)
Gears of War 2 = 1280x720 (2xAA, certain edges unaffected)
Gears of War 3 = 1280x720 (no AA)
Gears of War: Judgment = 1280x720 (FXAA)
Ghostbusters = 1280x720 (2xAA)
Ghost Recon: Advanced Warfighter 2 = 1280x720 (2xAA)
Ghost Recon: Future Soldier = 1024x600 (FXAA)
G.I. Joe: The Rise of the Cobra = 1280x720 (2xAA)
Godfather II = 1280x720 (no AA)
Golden Axe: Beast Rider = 1280x720 (no AA, blur filter)
Golden Compass = 1280x720 (2xAA)
Grand Theft Auto IV = 1280x720 (2xAA)
Grand Theft Auto V = 1280x720 (FXAA)
Guitar Hero 3 = 1280x720 (no AA)
Guitar Hero Aerosmith = 1280x720 (no AA)
Guitar Hero World Tour = 1280x720 (no AA)
Guitar Hero 5 = 1280x720 (no AA)

Halo: Anniversary = 1152x720 (FXAA remake, no AA classic)
Halo 3 = 1152x640 (no AA)
Halo 3: ODST = 1152x640 (no AA)
Halo 4 = 1280x720 (post-AA)
Halo: Reach = 1152x720 (2xAA temporal)
Halo Wars = 1280x720 (2xAA)
Hitman: Absolution = 1280x720 (FXAA)
HAWX = 1280x720 (4xAA)
HAWX2 = 1280x720 (4xAA)
Homefront = 1024x576 (no AA)

IL2 Sturmovik = 1280x720 (2xAA)
Incredible Hulk = 1280x720 (full screen blur)

James Bond 007: Blood Stone = 1280x720 (4xAA)
Juiced 2: Hot Import Nights = 1280x720 (2xAA)

Kameo: Elements of Power = 1280x720 (no AA)
Kingdoms of Amalur = 1280x720 (FXAA)
Kung Fu Panda = 1280x720 (no AA)

Left 4 Dead = 1280x720 (no AA, edge blur)
Left 4 Dead 2 = 1280x720 (no AA, edge blur)
Legend of Spyro: Dawn of the Dragon, The = 1280x720 (4xAA)
Legendary = 1280x720 (no AA)
LEGO: Batman = 1280x720 (2xAA)
LEGO: Harry Potter 1-4 = 1280x720 (2xAA)
LEGO: Indiana Jones = 1280x720 (2xAA)
LEGO: Star Wars III = 1280x720 (2xAA)
Lord of the Rings: Conquest = 1280x720 (no AA)
Lost Planet = 1280x720 (up to 4xAA dependent on framerate)
Lost Planet 2 = 1280x720 (2xAA)

Madden NFL '09 = 1280x720 (no AA)
Mafia 2 = 1280x720 (2xAA)
Marvel: Ultimate Alliance = 1280x720 (2xAA)
Marvel: Ultimate Alliance 2 = 1024x576 (2xAA)
Marvel Vs Capcom 3 = 1280x720 (no AA)
Mass Effect = 1280x720 (2xAA, transparencies and effects not AA'd)
Mass Effect 2 = 1280x720 (2xAA, transparencies and effects not AA'd)
Mass Effect 3 = 1280x720 (FXAA)
Mercenaries 2: World in Flames = 1280x720 (no MSAA, but depth/Z-based edge blur?)
Medal of Honor = 1280x720 (no AA)
Medal of Honor: Warfighter = 1280x704 (FXAA)
Metal Gear Solid V: Ground Zeroes = 992x720 (post-AA)
Metro 2033 = 1200x720 (post-AA)
Metro: Last Light = 1200x720 (post-AA)
Midnight Club: Los Angeles = 1280x720 (2xAA?)
Mirror's Edge = 1280x720 (2xAA)
Mortal Kombat vs DC = 1040x624 (2xAA)
Mortal Kombat 9 = 1280x720 (edge blur filter)
MotoGP 2006 (screenshot) = 1280x1024 (framebuffer grab from AVS Forum member)
MotoGP '09/'10 = 1280x720 (2xAA)
MotoGP '10/'11 = 1280x720 (2xAA)
MX vs ATV: Alive = 1280x720 (no AA)
MX vs ATV: Reflex = 1280x720 (no AA)
MX vs ATV: Untamed = 1280x720 (no AA)

Nail'd = 1280x672 (4x2 custom edge AA + black borders)
Naruto Ninja Storm 2 = 1280x640 (no AA)
NBA Live '08 = 1280x720 (4xAA)
NBA Street Home court (demo) = 1920x1080 (4xAA)
NCAA Football 08 (demo) = 1024x600 (2xAA)
Need For Speed: Hot Pursuit = 1280x720 (2xAA on cars, no AA on environment)
Need For Speed: Most Wanted (2012) = 1280x704 (post-AA)
Need For Speed: Pro Street = 1280x720 (4xAA)
Need For Speed: Shift = 1280x720 (4xAA)
Need For Speed: Shift 2 = 1280x720 (4xAA)
Need For Speed: The Run = 1280x704 (FXAA) black bars
Need For Speed: Undercover = 1280x720 (4xAA)
NFL Tour = 1280x720 (4xAA, 60fps)
NHL '09 = 1280x720 (4xAA)
Ninja Bladen = 1280x720 (2xAA)
Ninja Gaiden 2 = 1120x585 (2xAA)
Ninja Gaiden 3 = dynamic up to 1280x720 (dynamic FXAA)

Operation Flashpoint 2 = 1280x720 (2xAA)
Orange Box, The = 1280x720 (no AA)
Overlord = 1280x720 (2xAA)
Overlord II = 1280x612 (custom edge blur, black borders)

Perfect Dark Zero = 1152x640 (no AA)
Phantasy Star: Universe = 1152x648 (no AA)
Portal 2 = 1280x720 (edge blur)
Prince of Persia = 1280x720
Prince of Persia: The Forgotten Sands = 1280x720 (2xAA)
Pro Evolution Soccer 6 (demo) = 1024x576 (2xAA)
Pro Evolution Soccer 2008 = 1280x720 (4xAA)
Pro Evolution Soccer 2010 = 1280x720 (2xAA)
Pro Evolution Soccer 2011 = 1280x720 (2xAA)
Project Gotham Racing 3 = 1024x600 (2xAA)
Project Gotham Racing 4 = 1280x720 (2xAA)
Prototype = 1120x640 (2xAA)

Quake 4 = 1280x720 (no AA)
Quake Wars: Enemy Territory = 1280x720 (2xAA + blur)

Race Driver: GRID = 1280x720 (4xAA)
Race Pro = 1280x720 (4xAA)
Rage = 640x720 up to 1280x720 (no AA)
Rainbow Six Vegas 2 = 1280x720 (2xAA)
Red Dead Redemption = 1280x720 (2xAA)
Red Faction: Armageddon = 960x540 (2xAA)
Red Faction: Guerrilla = 1280x720 (2xAA)
Resident Evil 5 = 1280x720 (dynamic 0-4xAA)
Resident Evil 6 = 1280x720 (Post-AA)
Ridge Racer 6 (demo) = 1440x810 (no AA)
Rise of the Argonauts = 1280x720 (2xAA, however post processing is likely interfering with the AA resolve in certain cases )
Risen 2: Dark Waters = 1120x640 (no AA)
Rock Band = 1280x720 (2xAA, post-fx or lighting usually resulting in "no AA")
Rock Band 2 = 1280x720 (2xAA, post-fx or lighting usually resulting in "no AA")
Rock Band: The Beatles = 1280x720 (2xAA, post-fx or lighting usually resulting in "no AA")
Rock Band: Green Day = 1280x720 (2xAA, post-fx or lighting usually resulting in "no AA")

Saboteur = 1280x720 (no AA)
Sacred 2: Fallen Angel = 1920x1080 for any HD output (including PC res), 1280x960 for 4:3 output, 1376x768 for 480p widescreen (no AA)
Saint's Row 2 = 640p (2xAA)
Saint's Row 3 = 1280x720 (2xMSAA material pass), 800x450 (lighting & G-buffer passes)
Saint's Row 4 = 1280x720 (2xMSAA material pass)
SCORE International Baja 1000 = 1280x720 (4xAA)
SEGA: All Stars Racing = 1280x720 (2xAA)
SEGA: Rally Revo = 1280x720 (4xAA, alpha to coverage)
SEGA: Superstars Tennis = 1280x720 (2xAA, 30fps)
Shadowrun = 1280x720 (2xAA) - Gamefest '07
Shadows of the Damned = 1280x720 (no AA)
Silent Hill: Homecoming = 1280x720 (2xAA)
Simpsons, The = 1280x720 (no AA)
Singularity = 1280x720 (2xAA)
Skate = 1280x720 (2xAA ? )
Skate 3 = possibly 1152x640 or less (2xAA, super blur filter makes it difficult to determine exact res)
Sleeping Dogs = 1200x720 (FXAA)
Soldier of Fortune: Payback = 1280x720 (4xAA ?)
Soul Calibur IV = 1365x960 (no AA, software scaled to 720p)
Soul Calibur V = 1280x720 (FXAA?)
Sonic & All-Stars Racing Transformed = 1152x544 (post-AA)
Sonic Unleashed = 880x720 (2xAA)
Spec Ops: The Line = ~1200x680 (light FXAA?)
Spiderman: Web of Shadows = 1280x720 (4xAA)
Splinter Cell: Blacklist = 1200x720 (post-AA)
Splinter Cell: Conviction = 1024X576 (2xAA)
Splinter Cell: Double Agent = 1280x720 (full screen blur, 1-pixel horizontal & vertical)
Split-Second = 1280x672 (2xAA)
SSX = 1120x585 (FXAA)
Star Ocean 4 = 1248x702 (2xAA + edge blur/DOF, in field), ~936x512 (no AA, in battle)
Star Wars: The Force Unleashed = 1280x720 (no AA)
Stormrise = 1280x720 (4xAA)
Street Fighter IV = 1280x720 (2xAA)
Super Stars V8: Next Challenge = 1280x720 (4xAA)
Super Street Fighter IV = 1280x720 (2xAA)
Syndicate = 1280x720 (FXAA, dynamic res)

Tales of Vesperia = 1280x720 (2xAA + full screen blur)
Tekken 6 = 1024x576 w/motion blur, 1360x768 w/o motion blur (no AA)
Tekken Tag Tournament 2 = dynamic 720x720 to 1280x720, mostly 1024x720 with 2 characters in-game (with motion blur), max 900x720 with 3 characters, max 800x720 with 4 characters (no AA in-game, 2xAA for character LED background or no-characters-environment-only/rankings view), more often 1280x720 with 2 characters no motion blur
Terminator: Salvation = 1152x648 (blur filter)
Test Drive Unlimited = 1280x720 (2xAA)
Test Drive Unlimited 2 = 1280x720 (custom edge filter)
Tiger Woods PGA Tour '09 = 1280x720 (no AA)
Tiger Woods PGA Tour '11 = 1280x720 (no AA)
Titanfall = (2xAA)
Tomb Raider = 1280x720 (post-AA)
Tomb Raider: Legend = 1024x600 (2xAA)
Tomb Raider: Underworld = 1024x576 (2xAA) - depth buffer is 1040x576
Tony Hawk's Project 8 (screenshot) = 1040x585 (2xAA)
Tony Hawk's Proving Ground = 1280x720
Top Spin 3 = 1280x720 (2xAA)
Top Spin 4 = 1280x720 2D, 640x720 3D (both 2xAA)
Transformers: Revenge of the Fallen = 1120x720 (blur filter)
Transformers: War for Cybertron = 1024x600 (2xAA)
Tron = 1280x720 (no AA)
Turning Point: Fall of Liberty = 1280x720 (no AA)
Turok = 1280x720 (no AA)

UEFA Euro 2008 = 1280x720 (2xAA)
UFC 2009: Undisputed = 1280x720 (custom edge AA with 2 colour gradations like 4xAA)
Unreal Tournament III = 1280x720 (2xAA ala Gears...)

Vanquish = 1024x720 (2xAA)
Virtua Fighter 5 (demo) = 1024x1024 (4xAA)
Virtua Tennis 2009 = 1280x720 (4xAA)
Virtua Tennis 3 = 1920x1080 (2xAA)
Virtua Tennis 4 = 1280x720 (4xAA)

WALL E = 1280x720 (2xAA)
Wanted = 1120x640 (no AA)
Warhammer 40,000: Space Marine = 1200x720 (post-AA)
Wheelman = 1280x720 (2xAA)
Witcher 2, The = 1280x672 (FXAA)
Wolfenstein = 1280x720 (no AA)
WWE All-Stars = 1280x720 (no AA)

XCOM: Enemy Unknown = 1280x720 (FXAA)
X-Men Origins: Wolverine = 1280x720 (2xAA)

Zone of the Enders HD = 1280x720 (no AA)

XBLA

1942: Joint Strike = 1280x720 (4xAA)
After Burner Climax = 1280x720 (4xAA)
Alan Wake: American Nightmare = 1120x576 (4xAA + FXAA)
Alien Breed = 1280x720 (2xAA)
Battlefield 1943 = 1280x720 (no AA)
Bionic Commando: Rearmed = 1280x720 (no AA)
Boogie Bunnies = 1920x1080 (4xAA)
Call of Duty: Classic = 1280x720 (4xAA)
Commando 3 = 1280x720 (4xAA)
Dead Rising 2: Case Zero = 1280x720 (2xAA)
Hard Corps: Uprising = 1280x720 (no AA)
Hydrophobia = 960x672 (2xAA)
Ikaruga = 540x720 (4xAA, centered on 1280x720 frame)
Invincible Tiger = 1280x720 (4xAA, classic mode), 640x720 or 1280x360 (S3D mode), see here for more.
Lara Croft and The Guardian of Light = 1024x576 (2xAA)
Nexuiz = 1152x720 (no AA)
Puddle = 1280x720 (post-AA)
Quake Arena Arcade = 1280x720 (4xAA)
Red Faction: Battlegrounds = 1280x720 (2xAA)
Resident Evil 4 HD = 1280x720 (half-pixel offset blur?)
Rez HD = 1280x720 (4xAA)
Rock Band Blitz = 1280x720 (no AA)
Serious Sam HD = 1120x630 (blur filter)
Sine Mora = 1280x544 (4xAA, black bars), 3D: 640x544 (2xAA, black bars, full res HUD)
Splosion Man = 1280x720 (2xAA)
Stacking = 1200x720 (custom edge filter)
Strider = 1280x720 (post-AA)
TMNT: TiT Re-shelled = 1280x720 (no AA)
Trials Evolution = 1152x648 (FXAA)
Trials HD = 1280x680 (no AA, black borders)
Trine 2 = dynamic 1280x720 (FXAA)
Virtua Fighter 5: Final Showdown = 1280x720 (FXAA)
Wolf of the Battlefield: Commando 3 = 1280x720 (4xAA)
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Old 01-Nov-2012, 13:39   #4
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PS Vita

All Stars Battle Royale (beta) = 960x544 (no AA)
Assassin's Creed: Liberation = 720x384 (no AA)
Assault Gunners = 960x544 (4xAA)
BlazBlue: Continuum Shift Extend = 960x544 (no AA)
Dead or Alive 5 Plus = 720x408 (no AA) in-game, 960x544 (no AA) watch mode/stage select, (post-AA) character select.
Disgaea 3: Absence of Detention = 960x544 (no AA?)
Dynasty Warriors Next = 960x544 (4xAA)
Escape Plan = 960x544 (no AA)
F1 2011 = 640x384 (no AA)
FIFA 13 = 960x544 (2xAA)
Good People Die = 960x544 (4xAA)
Gravity Rush = 720x~400 (no AA)
Hot Shots = 640x? (4xAA)
Hustle Kings = 960x544 (4xAA)
Jet Set Radio = 960x544 (no AA)
Killzone: Mercenary = 960x544 (4xMSAA)+ dynamic res horizontal scaling
Little Battlers eXperience W = 960x544 (no AA)
Little Big Planet = upscaled (4xAA) ?
Lumines = 960x544 (4xAA)
Madden NFL 13 = 960x544 (no AA)
Michael Jackson: The Experience = 960x544 (4xAA?)
MLB 12: The Show = 720x408 (4xAA)
Metal Gear Solid HD Collection = 720x448 (no AA)
Mortal Kombat = 640x384 (no AA)
Motorstorm RC = 960x544 (no AA)
Need For Speed: Most Wanted = 640x368 (4xAA)
New Little King's Story = 960x544 (4xAA)
Ninja Gaiden Sigma Plus = dynamic up to 960x544 (2xAA)
Ninja Gaiden Sigma 2 Plus = dynamic up to 840x476 (no AA)
Oddworld Stranger's Wrath HD = 960x544 (no AA)
Pro Yakyuu Spirits 2012 = 960x544 (no AA)
PulzAR = 960x544 (no AA)
Rayman: Origins = 960x544
Ridge Racer = 720x408 (4xAA)
Sine Mora = 960x416 (+ black bars, no AA)
Shinobido 2: Dynamic Tripping = 960x544 (no AA)
Sly Cooper 4 = 960x544 (no AA)
Sonic & All-Stars Racing Transformed = 960x544 (no AA)
Soul Sacrifice = 720x408 (4xAA?)
Street Fighter X Tekken = 960x544 (no AA) character select, 720x~408 (4xAA) in-game ?
Super Stardust Delta = 960x544 (no AA)
Surge Concerto: Ciel no Surge = 960x544 (4xAA)
Touch My Katamari = 960x544 (no AA)
Uncharted: Golden Abyss = 720x408
Unit 13 = 720x~408 (no AA)
Virtua Tennis 4 = 960x544 (4xAA)
Wipeout 2048 = dynamic up to 960x544 (4xAA)
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Old 02-Nov-2012, 14:58   #5
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WiiU

Assassin’s Creed 3 = 1280x720 (post-AA)
Assassin’s Creed 4 = 1280x720 (post-AA)
Batman: Arkham City Armoured Edition = 1280x720 (FXAA)
Batman: Arkham Origins = 1280x720 (FXAA)
Call of Duty: Black Ops 2 = 880x720 (2xAA)
Call of Duty: Ghosts = 880x720 (2xAA)
Darksiders 2 = 1152x640 (post-AA)
Mario Kart 8 = 1280x720 (no AA)
Mass Effect 3: Conrad Edition = 1280x720 (FXAA)
Monster Hunter 3G HD = 1920x1080 (no AA)
Need For Speed: Most Wanted (2012) = 1280x704 (post-AA)
New Super Mario Bros. U = 1280x720 (no AA on world map, post-AA in-game)
Ninja Gaiden: Razor’s Edge = dynamic up to 1280x720 (dynamic 2xAA)
Nintendo Land = 1280x720 (no AA, post-AA?)
Pikmin 3 = 1280x720
Rayman: Legends = 1920x1080 (no AA)
Sonic & All-Stars Racing Transformed = 1024x576 (post-AA)
Splinter Cell: Blacklist = 1280x720 (post-AA)
Windwaker HD = 1920x1080
Wonderful 101 = 1280x720 (no AA)
ZombiU = 1280x720 (post-AA)


placeholder/tentative list

Bayonetta 2 = 1280x720 (no AA)
Epic Mickey 2: The Power of Two =
ESPN Sports Connection =
FIFA Soccer 13 =
Game Party Champions =
Just Dance 4 =
Rabbids Land =
Scribblenauts Unlimited =
Sing Party =
Skylanders Giants =
Smash Bros U =
Sonic & All-Stars Racing Transformed =
Tekken Tag Tournament 2 = dynamic 720x720 to 1280x720, mostly 1024x720 with 2 characters in-game (with motion blur), max 900x720 with 3 characters, max 800x720 with 4 characters (no AA in-game, 2xAA for character LED background or no-characters-environment-only/rankings view), more often 1280x720 with 2 characters no motion blur
Transformers Prime =
Warrios Orochi 3 Hyper =
Wipeout 3 =
Your Shape: Fitness Evolved 2013 =




eShop

Nano Assault Neo = 1280x720 (no AA)
Trine 2: Director's Cut = 1280x720 (FXAA)
Star Wars Pinball = 1280x720 (4xMSAA)

Chasing Aurora =
Little Inferno =
Puddle =


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