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#426 |
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Senior Member
Join Date: Jan 2007
Posts: 2,601
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RB for PS3 has borders but can only be seen if you have a display that has 1:1 pixel mapping.
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#427 |
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Senior Member
Join Date: Mar 2002
Posts: 3,786
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#428 | |
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+ 1
Join Date: May 2006
Posts: 3,924
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Quote:
If my memory is correct
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"I'm going to get rich when i figure out how to stab people over the internet" |
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#429 | |
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rwaaaraararagh
Join Date: Feb 2004
Location: beaver
Posts: 14,048
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Quote:
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#430 | |
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Member
Join Date: May 2002
Location: France
Posts: 914
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Quote:
PS3 720p = 1280x720 AAx4 60fps PS3 1080p = 1920x1080 AAx2 60/30fps X360 720p/1080p = 1280x720 AAx4 60/30fps rare situation EDIT: it's the studio who make futur SF HD and 1942 Last edited by Quaz51; 07-Jul-2008 at 16:06. |
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#431 |
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rwaaaraararagh
Join Date: Feb 2004
Location: beaver
Posts: 14,048
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Thanks for the clarification.
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#432 |
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+ 1
Join Date: May 2006
Posts: 3,924
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Thought they where GoW 2... Either way, its some edge blur thingy not MSAA as shifty suggested if my memory is correct.
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"I'm going to get rich when i figure out how to stab people over the internet" |
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#433 |
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uber-Troll!
Join Date: Dec 2004
Location: Under my bridge
Posts: 26,455
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Slight correction - I didn't suggest any explanation! Other than it's not 2xMSAA. It's just something...weird. Not a conventional blur kernal from the looks of it. Maybe a diagonal 2 step blur on the edges? But it seems localised to the stairs. I don't know what technique they were using!
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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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#434 |
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Member
Join Date: May 2002
Location: France
Posts: 914
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it's like an ATI MSAA 2x patern but not visible on all edge and all screenshot
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#435 | |||
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rwaaaraararagh
Join Date: Feb 2004
Location: beaver
Posts: 14,048
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http://download.nvidia.com/developer...ed_Shading.pdf
Slide 31 has a suggestion to achieve AA'd edges. Quote:
http://www.freepatentsonline.com/EP1519317.html Quote:
Quote:
Edit: Oh rofl.... it was still about Gears of War then too
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#436 | |
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Join Date: Jan 2007
Posts: 2,117
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Quote:
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#437 |
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rwaaaraararagh
Join Date: Feb 2004
Location: beaver
Posts: 14,048
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You probably missed it in the second quote (at the end), but just a guess...
The important bit was how they can select edges. After that you're free to choose a method for AA.
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#438 | |
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Join Date: Jan 2007
Posts: 2,117
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Quote:
MSAA is with 0.5, 0,5 pixel shift not 1,1. And even if it looks like it (but does not), why would anyone use 2 pixel convolution, it's asymmetric and biased against edge direction. |
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#439 |
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uber-Troll!
Join Date: Dec 2004
Location: Under my bridge
Posts: 26,455
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Yeah, do you have any example pics AlStrong? Your typical edge detect doesn't create a useful mask that represents overlapping samples, or 'the space between steps'. I don't know of any edge detect method that'll take a signal like this :
Code:
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Code:
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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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#440 |
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rwaaaraararagh
Join Date: Feb 2004
Location: beaver
Posts: 14,048
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The pictures in the document are pretty bad, but yeah, it doesn't look like anything similar to the Gears results.
But after they've detected the edges, could they not have an AA'd render target? (side note) Have you checked out slides 24 to 30 in the nvidia document? A bit hard for me to understand without the notes
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#441 | |
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Join Date: Jan 2007
Posts: 2,117
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Quote:
I expect them to pretty accurately find all the boundary pixels of both polygons making the edge. Why do you have discontinuity there? It seems pretty nice way to generate a mask for blur to me. Of course edge quality won't be any better than full screen blur. |
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#442 |
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Senior Member
Join Date: Jun 2007
Posts: 1,053
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This looks ingame for GeOW 2:
http://media.teamxbox.com/games/ss/1...1215358387.jpg |
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#443 |
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Senior Member
Join Date: Jan 2007
Posts: 2,601
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yup, looks like it.
also looks the same as GeoW1 (720p, no AA) if i had to take a guess. |
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#444 |
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Member
Join Date: Feb 2002
Posts: 535
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You can change this in the calibration menu to make it full screen.
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#445 |
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Senior Member
Join Date: Jul 2008
Posts: 1,089
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hello,
in which resolution is the orange box rendered in on the xbox 360 and ps3? is aa applied? if yes, which type? at how much fps is it running? couldn't find this info, yet. |
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#446 |
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Senior Member
Join Date: Jan 2007
Posts: 2,601
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i think both are 720p. the 360 version has no AA, and i think the ps3 version has quincunx. both are 30fps, but the 360 version has a more stable framerate.
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#447 | |
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Member
Join Date: Sep 2007
Posts: 194
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Quote:
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#448 |
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Senior Member
Join Date: Aug 2007
Location: In the land of the drop bears
Posts: 1,018
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#449 |
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Junior Member
Join Date: Nov 2007
Location: Glastonbury Grove
Posts: 72
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Eurogamer had some comparison shots between all 3 versions and the PS3 version was sadly blighted by the 'vaseline filter' effect.........
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#450 |
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Senior Member
Join Date: Jan 2007
Posts: 2,601
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why? because the ps3 version has some form of AA and the 360 version doesn't, and that the opposite is usually true? i thought it was weird too, but i guess quincunx comes at little cost for RSX... or am i wrong?
if you look at the eurogamer comparison, aliasing is definitely worse on 360, but clearly the ps3 version is a little blurrier. so you would think the obvious answer would be quincunx. i think people said that only EP2 had this "vaseline filter" effect, and it was excessive motion blur. |
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