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#226 |
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Naughty Boy!
Join Date: Feb 2008
Posts: 52
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It is difficult without pictures to show
Can you take a pic? Up close of the inside texture of a sign or flag, but including the long pole is it hanging on (preferably at a very slight angle in game). Also, take a pic of the powerline in gthd and prologue. I think it is easier if there were pics for comparison. Perhaps a close pic of the "planet glow" too. I understand that you are looking at a line to examine pixel resolution, but there is way to test if textures exceed the normal pixel resolution... see if patterns like: xoxoxoxoxoxoxoxox exists instead of xoxoxxoxoxooxoxoxxooo |
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#227 |
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Member
Join Date: May 2002
Location: France
Posts: 914
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I believe that you are mistaken
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#228 |
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Member
Join Date: Nov 2007
Posts: 373
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Can anyone tell me the native resolution of soul caliber here http://ui05.gamespot.com/2212/soulcaliburonchankast.jpg
the game is running on chankast (dreamcast emulator) i set it to 1280x1024 then i made the window smaller to fit my 1440x900 monitor I'm wondering if the native resolution of the game is altered to me it looks like it is it definitely looks great though shadows are missing Last edited by Hazuki Ryu; 01-Mar-2008 at 22:59. |
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#229 | |
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Member
Join Date: May 2002
Location: France
Posts: 914
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Quote:
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#230 |
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Member
Join Date: Nov 2007
Posts: 373
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Thanks quaz thats good "news" it really didnt look like 640x480 to me but always better to check if you want to see better i can send you a bmp without resizing.
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#231 |
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Grumpy Mod
Join Date: Dec 2004
Location: In a pretty pink padded cell
Posts: 26,043
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That only works if the texture is at 1:1 mapping with the render buffer. Because textures are being scaled all the time, you've no way to test whether the texture you're seeing is being scaled by being on a lower resolution buffer or through texture scaling. With anamorphic scalings and regular textures you may be able in some cases to determine different scaling amounts in different directions, but i doubt there'd be much accuracy obtainable in texture-resolution analysis.
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Shifty Geezer ... Tolerance for internet moronism is exhausted. Anyone talking about people's attitudes in the Console fora, rather than games and technology, will feel my wrath. Read the FAQ to remind yourself how to behave and avoid unsightly incidents. |
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#232 |
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Senior Member
Join Date: Apr 2007
Location: Oslo, Norway
Posts: 1,086
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Next SOCOM game
http://blog.us.playstation.com/2008/...ation-screens/ The original pictures are hosted at http://www.flickr.com/photos/playsta...48861/sizes/o/ http://www.flickr.com/photos/playsta...44397/sizes/o/ Can these be of use to determine resolution? |
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#233 |
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penguins
Join Date: Feb 2004
Posts: 13,978
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Looks like 720p 2xMSAA, 0xAF, although the railings in the first screenshot are doing teh funneh.
(Mind you, I wouldn't say anything is final until the game is released and we get some capture data)
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#234 |
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Member
Join Date: May 2002
Location: France
Posts: 914
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Echochrome PS3 : 1920x1080 AAx2
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#235 |
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penguins
Join Date: Feb 2004
Posts: 13,978
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One should hope that this of all games would be 1080p.
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#236 |
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Junior Member
Join Date: Jan 2008
Posts: 28
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You'd be surprised. Plenty of the little non-intensive games on the PSN haven't been 1080p.
Operation Creature Feature AquaVita / Auquatopia Eye Create Lemmings Toy Home Trials of Topoq Those games (at least) don't support more than 720p. |
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#237 |
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Senior Member
Join Date: Apr 2007
Posts: 3,056
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#238 |
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Grumpy Mod
Join Date: Dec 2004
Location: In a pretty pink padded cell
Posts: 26,043
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It should be better than that! They should use a proper line-drawing algo' for 'perfect' AA. They could have given it a bit of artistry too, creating a hand-drawn look or something. I think the game is too minimalist!
__________________
Shifty Geezer ... Tolerance for internet moronism is exhausted. Anyone talking about people's attitudes in the Console fora, rather than games and technology, will feel my wrath. Read the FAQ to remind yourself how to behave and avoid unsightly incidents. |
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#239 | |
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Now Officially a Top 10 Poster
Join Date: May 2006
Location: Maastricht, The Netherlands
Posts: 12,890
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Quote:
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#240 |
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Member
Join Date: May 2002
Location: France
Posts: 914
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Yes and more than that, and all the XBL games too, it's too bad!
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#241 |
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Member
Join Date: May 2002
Location: France
Posts: 914
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#242 |
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penguins
Join Date: Feb 2004
Posts: 13,978
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I didn't get the memo.
blah.... XBLA/PSN games should be mandated to run at stupendously large framebuffers with maximum hardware-supported AA..... and then downscaled of course. Surely, none of the games is taking up more than 400MB in memory at a given time?
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#243 | |
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Member
Join Date: May 2002
Location: France
Posts: 914
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Quote:
it's 1280x720 AAx2 finally |
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#244 |
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penguins
Join Date: Feb 2004
Posts: 13,978
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Thanks for the heads up.
So the rendered part is adjustable up to the full 720p frame?
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#245 |
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Member
Join Date: May 2002
Location: France
Posts: 914
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the size of the rendering window is adjustable and without rescale trick. the rendering resolution = the window size (and it's between 576p and 720p)
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#246 |
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Junior Member
Join Date: Jan 2008
Posts: 28
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#247 |
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Senior Member
Join Date: Apr 2007
Posts: 3,056
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#248 | |
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penguins
Join Date: Feb 2004
Posts: 13,978
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*cough*
Quote:
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#249 |
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Member
Join Date: May 2002
Location: France
Posts: 914
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#250 |
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Member
Join Date: Jul 2006
Posts: 621
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