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Old 26-Sep-2008, 12:40   #1
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Originally Posted by T.B. View Post
It's 1080p on both platforms. Naturally, I can't really annouce anything new, as Marketing reserves the right for that.
Anyway, do you use a dynamic framebuffer (like WipEout HD) for Sacred 2 PS3, too ?
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Old 26-Sep-2008, 18:32   #2
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Originally Posted by T.B. View Post
It's 1080p on both platforms. Naturally, I can't really annouce anything new, as Marketing reserves the right for that.
Is it really 1080p? We have pixel counters here :P.
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Old 26-Sep-2008, 21:00   #3
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Originally Posted by Panajev2001a View Post
Is it really 1080p? We have pixel counters here :P.
Yes, we have. And they already counted the pixels :

http://forum.beyond3d.com/showthread...78#post1182278
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Old 25-Sep-2008, 06:23   #4
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WipEout HD uses a dynamic framebuffer, rendering at anything from 1280x1080 to 1920x1080, depending on load. Most of the time it is 1920x1080. Analysis with shots here. Thanks to Quaz51 for the measurements.
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Old 25-Sep-2008, 11:49   #6
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hmm, i'm guessing they're touched up a tad. but judging by the recent videos released, it will probably appear as clean as those shots when you're actually playing and not paying too much attention to detail.
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Old 25-Sep-2008, 14:37   #7
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Originally Posted by Jazz9 View Post
I don't really understand the "good" comments about the Wipeout HD situation.
Aren't you a little disappointed that a game like this isn't true 1080p/60fps at all times like advertised?
I know it's not the end of the world there's a drop in resolution at times but comments like "sony's first parties rule" when the game has been somewhat downgraded leave me wondering...
Well, yes, it'd probably be better if it was constant. However, the "changing rendering resolution on a frame-to-frame basis" trick itself is something I'd never even heard about (although technically it shouldn't be much of a challenge, it's just clever). Still, the good part is that they didn't compromise 60fps by using an ingenious solution. Besides, if Sony Liverpool wasn't able to maintain 60fps without it I think it's safe to say that, at this point in the console's lifecycle, no one else can.
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Old 25-Sep-2008, 16:54   #8
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Very definitly bullshot. :]

I watched some of the new 720p videos from 1up. They were pretty compressed, but I believe the game is 720p/no AA.
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Old 25-Sep-2008, 19:54   #9
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Very definitly bullshot. :]

I watched some of the new 720p videos from 1up. They were pretty compressed, but I believe the game is 720p/no AA.
It will most likely be 1280x704 2xQAA imo, afterall all (I think) of Insomniacs games on the ps3 have been 1280x704 2xQAA.
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Old 25-Sep-2008, 20:10   #10
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What about Mirrors Edge 360 build:

http://www.neogaf.com/forum/showpost...07&postcount=1
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Old 25-Sep-2008, 23:47   #11
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Originally Posted by Betanumerical View Post
It will most likely be 1280x704 2xQAA imo, afterall all (I think) of Insomniacs games on the ps3 have been 1280x704 2xQAA.
i think R1 is 1280x720 (with 2xQAA), but R&C is 1280x704 (not sure about the AA as the sticky just says "2xAA", so quite possibly 2xMSAA). dunno what R2 is, but yeah, i think theres at least 2xQAA.

Last edited by djskribbles; 25-Sep-2008 at 23:52.
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Old 25-Sep-2008, 07:08   #12
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Quote:
Originally Posted by grandmaster View Post
WipEout HD uses a dynamic framebuffer, rendering at anything from 1280x1080 to 1920x1080, depending on load. Most of the time it is 1920x1080. Analysis with shots here. Thanks to Quaz51 for the measurements.
That's a nice solution to keep the game at 60fps.

Question: What's the source for the captures? The game is out later today.
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Old 25-Sep-2008, 08:57   #13
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Quote:
Originally Posted by grandmaster View Post
WipEout HD uses a dynamic framebuffer, rendering at anything from 1280x1080 to 1920x1080, depending on load. Most of the time it is 1920x1080. Analysis with shots here. Thanks to Quaz51 for the measurements.
Holy.. that is pretty incredible and a fantastic way of thinking.

I imagine that the res drop happens mostly when the shit hits the fan and the player has alot of other stuff on his mind

Great find!
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Old 25-Sep-2008, 09:27   #14
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Originally Posted by -tkf- View Post
Holy.. that is pretty incredible and a fantastic way of thinking.

I imagine that the res drop happens mostly when the shit hits the fan and the player has alot of other stuff on his mind

Great find!
Wow! Those guys are amazing! I imagine it goes as low as 1280x1080p during split-screen play at times.
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Old 25-Sep-2008, 07:23   #15
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Review code was sent out a while back, but I first noticed something was a bit odd when I saw a preview build a couple of months ago. If you capture the video you can see the resolution changing frame by frame, it's really a very elegant solution and in the heat of gameplay, any difference in IQ you'd expect from dropping from true 1080p to 1280x1080 (at worst) is not really noticeable.

Sony Liverpool have zeroed in on 60fps and that's to their credit.
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Old 25-Sep-2008, 12:37   #16
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Quote:
Originally Posted by grandmaster View Post
Review code was sent out a while back
That explains it, I had thought you tested released games/demos rather than review builds.

Quote:
Originally Posted by grandmaster View Post
but I first noticed something was a bit odd when I saw a preview build a couple of months ago. If you capture the video you can see the resolution changing frame by frame, it's really a very elegant solution and in the heat of gameplay, any difference in IQ you'd expect from dropping from true 1080p to 1280x1080 (at worst) is not really noticeable.

Sony Liverpool have zeroed in on 60fps and that's to their credit.
Indeed. I saw some odd tearing patterns in the video released on PSN, where the game would start to tear and the tear point would proceed down the frame, then the game would go above 60fps and the tear point would go back up the frame until it regained the 60fps sync point with no frames actually dropped.

Maybe it's coincidence but perhaps that behaviour is explained by this dynamic framebuffer.

Also, is two-player splitscreen 30fps like in that video?
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Old 25-Sep-2008, 09:28   #17
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Is it Sony Liverpool where quite many dude was working on Sony Edge tools, anyway they know inners of the PS3 I guess. Probably this trick would not be that easy to implement as a general purpose 3d engine optimization, running transparently without anyone to worry about. I wonder how WipeoutHD runs in 1280x720p output setting, do even smallest screen tearings go away.
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Old 25-Sep-2008, 19:46   #18
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Quote:
Originally Posted by whome0 View Post
I wonder how WipeoutHD runs in 1280x720p output setting, do even smallest screen tearings go away.
Quaz, is there some AA on 720p? Thanks.
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Old 25-Sep-2008, 14:25   #19
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Something to look out for in upcoming screenshots is that according to Dengeki, White Knight Story will be the first 1080p JRPG.
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Old 26-Sep-2008, 18:29   #20
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Something to look out for in upcoming screenshots is that according to Dengeki, White Knight Story will be the first 1080p JRPG.
Has anyone bothered to assess the screens from last year's TGS?
http://ps3media.ign.com/ps3/image/ar...2003229444.jpg

I dont believe this game will be a native 1080 , but if it is, that would partially explain the mysterious two year delay and year long media blackouts.
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Old 25-Sep-2008, 15:28   #21
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I remind people of post 1161, to keep talk technical and not trumpet/crticise the techniques developers employ.
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Old 25-Sep-2008, 16:56   #22
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http://www.gamersyde.com/news_7128_en.html

Banjo Kazooie XBLA, is it really 720p?

what was N64 maximum resolution btw? curious.
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Old 26-Sep-2008, 08:33   #23
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about wipeout method, didnt chronicles of riddick used some similar tricks on the xbox1?
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Old 26-Sep-2008, 13:26   #24
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Quote:
Originally Posted by Gitaroo View Post
about wipeout method, didnt chronicles of riddick used some similar tricks on the xbox1?
Riddick on the xbox did upscale in some parts. Like the cavern level where it was some really low resolution making the jaggies huge, like in Wreckless.
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Old 28-Sep-2008, 09:35   #25
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Quote:
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Riddick on the xbox did upscale in some parts. Like the cavern level where it was some really low resolution making the jaggies huge, like in Wreckless.
Indeed it did.. a lot of Xbox 1 titles did that... it was trivial to do. Dynamically changing your render target size based on analysis of prior frame performance is no new thing.. it's a good approach, and I'd imagine on a title where GPU performance is more predictable (ie: a track based racing game, where you know what's coming up around the corner scene-wise, it makes a lot of sense.

I just wonder why more developers don't use this approach..?

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