Go Back   Beyond3D Forum > Beyond3D Hall of Fame > Consoles

 
 
Thread Tools Display Modes
Old 28-May-2008, 18:09   #26
ConayR
Member
 
Join Date: Mar 2007
Posts: 376
Default

Quote:
Originally Posted by Quaz51 View Post
apparently 1280x720
Are you sure? Horizontal resolution seems to be 1152 (9 steps within 10 pixels).
__________________
Shifty Geezer: I don't think the guy really understands the subject.
PARANOiA: To be honest, Shifty, what you've described is 95% of Beyond3D - armchair experts spouting fact based on the low-level knowledge of a few.

This posting is provided "AS IS" with no warranties, and confers no rights.
ConayR is offline  
Old 28-May-2008, 18:15   #27
Quaz51
Member
 
Join Date: May 2002
Location: France
Posts: 816
Default

Quote:
Originally Posted by ConayR View Post
Horizontal resolution seems to be 1152 (9 steps within 10 pixels).
not for me, the first is clearly 720p screenshots (but maybe X360 screenshots)
Quaz51 is online now  
Old 28-May-2008, 18:47   #28
ConayR
Member
 
Join Date: Mar 2007
Posts: 376
Default

I'm not arguing against vertical resolution. I'm arguing about horizontal one:

Unless (once again) I'm counting it wrong.
__________________
Shifty Geezer: I don't think the guy really understands the subject.
PARANOiA: To be honest, Shifty, what you've described is 95% of Beyond3D - armchair experts spouting fact based on the low-level knowledge of a few.

This posting is provided "AS IS" with no warranties, and confers no rights.
ConayR is offline  
Old 28-May-2008, 19:30   #29
Quaz51
Member
 
Join Date: May 2002
Location: France
Posts: 816
Default

Quote:
Originally Posted by ConayR View Post
I'm not arguing against vertical resolution. I'm arguing about horizontal one:

Unless (once again) I'm counting it wrong.
yes your counting is wrong

and globally it's not just counting, it's also make good choice of beginning and end step or look the aparence and evolution of step. for exemple a half transparent/blurry step is like a 1/2 step
if you count 1 step per pixel but the step evolution aspect is successively little more pale/transparent (not just punctuel but evolving) it indicate an upscaling. if you start on a perfect opaque step and finish on a tenth step half transparent, it's not 10 step counting but 10.5 step, it's an indication but the best is to start and finish counting on a step with the same opaque/trasparent/blurry aparence, not compulsorily perfectly sharp steps but at least perfectly similar aspect step
in all case it's necessary to judge the apparence of step, not just counting

but in this case no difficulty, just wrong counting
all steps are the same ratio of blurry aspect with no evolution and 1 pixel par step, it's 1280, not useful to count

Last edited by Quaz51; 28-May-2008 at 19:52.
Quaz51 is online now  
Old 28-May-2008, 19:47   #30
Shifty Geezer
LittleBigMod
 
Join Date: Dec 2004
Posts: 17,259
Default

Quote:
Originally Posted by Quaz51 View Post
all steps are the same ratio of blurry aspect with no evolution and 1 pixel par step, it's 1280, not useful to count
So a blur filter is in effect.
__________________
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.
Shifty Geezer is offline  
Old 28-May-2008, 20:42   #31
zarbaj
Member
 
Join Date: Apr 2008
Posts: 143
Default

http://www.gamersyde.com/news_6564_en.html

they are from the ps3 build it seems.
zarbaj is offline  
Old 28-May-2008, 22:01   #32
FirewalkR
Member
 
Join Date: Jul 2007
Posts: 244
Default

Quote:
Originally Posted by zarbaj View Post
http://www.gamersyde.com/news_6564_en.html

they are from the ps3 build it seems.
Well, they sent the pictures along with the press release.

Maybe Quaz can check the gamersyde pictures, they're much less compressed.

Edit:

Also, images and trailer of Beyond Good & Evil 2 here http://www.gamersyde.com/news_6556_en.html. The pictures are in 1080p but seems like, perhaps, photo mode of in-game engine.

Trailer is awesome.

Last edited by FirewalkR; 28-May-2008 at 22:07.
FirewalkR is offline  
Old 28-May-2008, 23:03   #33
catisfit
Member
 
Join Date: Oct 2007
Posts: 592
Default

Quote:
Originally Posted by ConayR View Post
I'm not arguing against vertical resolution. I'm arguing about horizontal one:

Unless (once again) I'm counting it wrong.
If you take the step which is half off the top of your image as the first step (step 0), then you can count 10 steps where the 10th step is the one half off the bottom of the image.

Therefore your two red lines correspond with the the start step (step 0) and the 10th step away from it (step 10) exactly.

So count the pixels from step 0 (but not including it) to step 10 (including it), which in that image you'll find is 10 pixels. (The same as your yellow checker, but I count it with one less pixel on the left and one more on the right - it doesn't really matter as long as you include one end and not the other in this method).

So 10 steps in 10 pixels is 1:1. Hope that helps.
catisfit is offline  
Old 29-May-2008, 00:30   #34
ConayR
Member
 
Join Date: Mar 2007
Posts: 376
Default

Yeah, you're right although I think it's easier to understand it by moving the left red line one pixel right (which leads to 9:9). At least it is easier to me as it seems you count edges where I find it easier to count corners. So it's harder for me to visualize level 0. It's the exact opposite mistake to the one I did in the past where I counted pixels properly, but I counted one step more in. There are at least two more classes of mistakes I can make in the future, so stay tuned!

Thanks guys.
__________________
Shifty Geezer: I don't think the guy really understands the subject.
PARANOiA: To be honest, Shifty, what you've described is 95% of Beyond3D - armchair experts spouting fact based on the low-level knowledge of a few.

This posting is provided "AS IS" with no warranties, and confers no rights.
ConayR is offline  
Old 29-May-2008, 00:41   #35
Juan Panson
Junior Member
 
Join Date: Feb 2008
Posts: 37
Default

any word on the home screens?
Juan Panson is offline  
Old 29-May-2008, 11:40   #36
Quaz51
Member
 
Join Date: May 2002
Location: France
Posts: 816
Default

Quote:
Originally Posted by Juan Panson View Post
any word on the home screens?
1280x720 AAx2 with quincunx
Quaz51 is online now  
Old 29-May-2008, 15:18   #37
grandmaster
Senior Member
 
Join Date: Feb 2007
Posts: 1,039
Default

Interesting as the early Home beta I saw last year was definitely 1080p with no AA.
grandmaster is offline  
Old 29-May-2008, 15:21   #38
Quaz51
Member
 
Join Date: May 2002
Location: France
Posts: 816
Default

Quote:
Originally Posted by grandmaster View Post
Interesting as the early Home beta I saw last year was definitely 1080p with no AA.
home beta in 1080p? i doubt but it's interesting
Quaz51 is online now  
Old 29-May-2008, 15:53   #39
"Nerve-Damage"
Member
 
Join Date: Nov 2005
Posts: 808
Default

Quote:
Originally Posted by grandmaster View Post
Interesting as the early Home beta I saw last year was definitely 1080p with no AA.
Quote:
Originally Posted by Quaz51 View Post
home beta in 1080p? i doubt but it's interesting

Which version of Home would be more taxing on the PS3 system, 1080p/-AA or 720p/2AA/Q?
"Nerve-Damage" is offline  
Old 29-May-2008, 16:11   #40
Shifty Geezer
LittleBigMod
 
Join Date: Dec 2004
Posts: 17,259
Default

1080p. You have far more pixels to shade. This is why 720p games are common, and 1080p games aren't
__________________
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.
Shifty Geezer is offline  
Old 29-May-2008, 17:17   #41
Arwin
Aspiring Beyond3D Podcast Guy
 
Join Date: May 2006
Location: Maastricht, The Netherlands
Posts: 7,686
Default

I played a retail version of the PS3 version of GRID in a store today, and it looked a lot smoother than the demo BUT it also looked fishy. It could be the TV (which wasn't very good quality I think), but it reminded me more of an upscaled game than any kind of (lack of) AA I could think of. There was also dithering going on though, so that speaks against it. I think that's the typical 'other' way of dealing with transparancy that we see alternating on 360 and PS3. Hope that someone can check out the game with proper screenshots soon.
Arwin is offline  
Old 29-May-2008, 18:11   #42
Jesus2006
Member
 
Join Date: Jul 2006
Location: Bavaria
Posts: 506
Default

More FarCry 2 shots. Any hints?

http://www.gfdata.de/archiv05-2008-gamefront/3809.html
Jesus2006 is offline  
Old 29-May-2008, 18:39   #43
Shifty Geezer
LittleBigMod
 
Join Date: Dec 2004
Posts: 17,259
Default

Quote:
Originally Posted by Arwin View Post
There was also dithering going on though.
The dithering is present in theextra rendered features of the PS3 version, the self-shadowing and also in some reflective surfaces (cars). Revisit these PS3 and XB360 pics. Zoom in on the left tail and you'll see a huge degree of dithering on the PS3 version. And in the extra shadowing under the balcony on the right. This dithering remains a mystery!

Quote:
Originally Posted by Jesus2006 View Post
I don't have mertrics but it looks significantly upscaled. That jungle burning screeny wasn't an ideal test case! But a glance at the stepping around the flamer's gauge and the cycles of intensity within the secondary edge show...hang on! That's a 1920x1200 pic! We need native res pics for analysis, right? Sheesh!
__________________
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.
Shifty Geezer is offline  
Old 29-May-2008, 18:40   #44
"Nerve-Damage"
Member
 
Join Date: Nov 2005
Posts: 808
Default

Quote:
Originally Posted by Shifty Geezer View Post
1080p. You have far more pixels to shade. This is why 720p games are common, and 1080p games aren't
Well I knew that...lol

What I was getting at; was the added fact of having 2xAA with quincunx at 720p. It would seem "to me" that those added IQ settings would be more taxing than 1080p/-AA on the PS3. But yes, 1080p does has far more pixels.....
"Nerve-Damage" is offline  
Old 29-May-2008, 18:44   #45
MJP
Member
 
Join Date: Feb 2007
Location: Irvine, CA
Posts: 191
Default

Quote:
Originally Posted by "Nerve-Damage" View Post
Well I knew that...lol

What i was getting at was the added fact of having 2xAA with quincunx at 720p. It would seem "to me" that those added IQ settings would be more taxing than 1080p/-AA on the PS3. But yes, 1080p does has far more pixels.....
1080p has the added costs of memory usage, bandwidth, and running the pixel shader more times. 720p with 2x Quincunx has only the first two costs, and not the third (unless you're doing any sort of deferred techniques that require access to pixel sub-samples).
MJP is offline  
Old 29-May-2008, 18:47   #46
"Nerve-Damage"
Member
 
Join Date: Nov 2005
Posts: 808
Default

Quote:
Originally Posted by MJP View Post
1080p has the added costs of memory usage, bandwidth, and running the pixel shader more times. 720p with 2x Quincunx has only the first two costs, and not the third (unless you're doing any sort of deferred techniques that require access to pixel sub-samples).
Thanks!
"Nerve-Damage" is offline  
Old 29-May-2008, 21:31   #47
thambos
Member
 
Join Date: Sep 2007
Posts: 191
Default

Quote:
Originally Posted by Josh View Post
Does anyone know the resolution of Dragon Ball Z: Burst Limit?

Or Naruto: Ultimate Ninja Storm? At least with the Naruto game, the newest screenshots seem to display more aliasing than the older ones...
I haven't run across any lossless shots of the PS3 Naruto game.

Though I did run across some PNG shots of the Dragon Ball Z Burst Limit game. I was trying to figure out the resolution myself; but I wouldn't trust my judgment, my eyes aren't that sharp.

Here they are, if anybody wants to give it a shot.

http://d.hatena.ne.jp/yoda-dip-jp/se...e%20Compare%5d
http://www.google.com/language_tools
http://babelfish.yahoo.com

1
360
PS3

2
360
PS3

3
360
PS3

4
360
PS3

5
360
PS3
thambos is offline  
Old 29-May-2008, 22:31   #48
Shifty Geezer
LittleBigMod
 
Join Date: Dec 2004
Posts: 17,259
Default

Dragon Ball Z Burst Limit looks like 720p 0xAA and slight blur to me.
__________________
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.
Shifty Geezer is offline  
Old 30-May-2008, 08:53   #49
Blade47167
Member
 
Join Date: Jun 2007
Posts: 158
Default

What I've played of the demo it seems the blur is mainly at distance and during cutscenes/fight opening. Looks pretty sharp when your fighters are up close throwing punches.
Blade47167 is offline  
Old 30-May-2008, 09:34   #50
Shifty Geezer
LittleBigMod
 
Join Date: Dec 2004
Posts: 17,259
Default

By blur, I mean more 'soft focus'. There's a half-pixel overrun of the edges, at least in that screenshot linked to. The contrast still looks sharp.
__________________
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.
Shifty Geezer is offline  
 

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +1. The time now is 13:46.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2010, Jelsoft Enterprises Ltd.