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Old 22-Dec-2008, 11:25   #227
Quaz51
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yes, X360 1024x576 2xAA and PS3 1280x720 2xAA (with quincunx)
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Old 22-Dec-2008, 11:31   #228
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Quote:
Originally Posted by grandmaster View Post
Nice timing. I'm looking at Tomb Raider now. There is a clear resolution and IQ advantage to the PS3 code, which is very clean.

Shot1
360: http://img383.imageshack.us/img383/4518/3601qc7.jpg
PS3: http://img387.imageshack.us/img387/650/ps31so0.jpg
I presume the colour compression/banding on this PS3 short is something with the picture, and not in game?
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Old 22-Dec-2008, 11:35   #229
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I'd have to check. That's a JPEG saved at quality level 12 in Photoshop, so it's going to be very very close to the original BMP.
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Old 22-Dec-2008, 11:40   #230
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Never mind, it's something funky at my end. Just checked again and this time the XB360 version had the posterized clouds! Reloaded both pics and neither had posterization. It's as if IE's image rendering decided randomly to limit the pic to 256 colours or something
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Old 22-Dec-2008, 12:27   #231
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I'm wondering if they've patched the bug that stops all the dynamic lights and shadows working if you've paused it?

I thought they were pretty much equal in that regard but the last picture shows a massive difference.
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Old 22-Dec-2008, 12:42   #232
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The extra resolution appears to be come at the expense of refresh rate.
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Old 22-Dec-2008, 12:52   #233
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It would certainly be a surprise if the PS3 version could push >1.5x the pixels of the 360 version for "free". It will be interesting to see how big the difference in framerate is between the two.

Have we heard anything from the studio to suggest why there's such a difference (e.g. talk of lead platforms or development issues)?
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Old 22-Dec-2008, 13:37   #234
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Have we heard anything from the studio to suggest why there's such a difference (e.g. talk of lead platforms or development issues)?
I'd guess it's because of the 10MB of eDram, if you don't tile then you won't be fitting 720p 2x in it and it seems they chose 576p 2x AA over 720p 0xAA.
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Old 22-Dec-2008, 15:42   #235
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Quote:
Originally Posted by grandmaster View Post
Nice timing. I'm looking at Tomb Raider now. There is a clear resolution and IQ advantage to the PS3 code, which is very clean.

<snip>

Shot2
360: http://img117.imageshack.us/img117/4859/3602np5.jpg
PS3: http://img383.imageshack.us/img383/5381/ps32ml0.jpg

<snip>

Shot5
360: http://img387.imageshack.us/img387/353/3605bq9.jpg
PS3: http://img387.imageshack.us/img387/6049/ps35ni6.jpg
Thanks! Btw is it me or is the xbox version lacking shadows in the second and last set?
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Old 22-Dec-2008, 15:44   #236
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If the previous poster is on the money, perhaps I paused the game!

EDIT: I didn't. In those sections there does appear to be shadowing in the PS3 version of the game absent in the 360. Either that or the light sources are at different places as the 360 game definitely has shadows.

Last edited by grandmaster; 22-Dec-2008 at 16:23.
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Old 23-Dec-2008, 06:09   #237
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Icon Wink What rendering resolution is rockband 2?

What rendering resolution is rockband 2?
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Old 23-Dec-2008, 10:59   #238
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The shadows were definitely on for the boat scene in the 360 demo of Tomb Raider.
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Old 23-Dec-2008, 16:20   #239
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I guess I will never now what the rendering resolution is for rockband 2 maybe the same as guitar hero?
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Old 24-Dec-2008, 14:54   #240
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Quote:
Originally Posted by gavo View Post
I guess I will never now what the rendering resolution is for rockband 2 maybe the same as guitar hero?
I think there is a guide in this thread first post how to count pixels. I dont know myself but maybe you can try yourself?

If you need a good free image editor download photfiltree Free edition.


http://photofiltre.free.fr/download_en.htm
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Old 25-Dec-2008, 13:56   #241
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To what resolution does Tomb Raider Underworld default to on PS3, when every resolution in XMB is checked?

If it defaults to 720p, is it possible to force it to 1080p?

Last edited by user542745831; 25-Dec-2008 at 14:03.
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Old 27-Dec-2008, 00:07   #242
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OK this talk of the edram and tilling. Xbox 360 games that do 1080p and 4xAA...they can do that how?
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Old 27-Dec-2008, 02:38   #243
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someone please please find me the native resolution for rockband 2.
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Old 27-Dec-2008, 05:45   #244
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oh yeah thats the one I saw
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Old 27-Dec-2008, 08:43   #245
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Quote:
Originally Posted by JPT View Post
Insomniac Games updated their R&D page with some new articles, I did a quick scan and didn't see that it was posted here befo.



http://www.insomniacgames.com/tech/a...ief_Feb_08.pdf

and this http://area.autodesk.com/index.php/e...iac_interview/ an interview with a senior character artists. It mention number of tris used for the models etc. 60K for the big bosses and on average 5K to 10k on the models.
Was looking at that interesting article, I added up all the memory allocations on the memory map and the total only comes to 390 MB in total, quite a bit short of the 512 available. Is this just the minimum RAM usage of the engine, and thus will grow depending on the workload?

It also mentions they are using 20MB for framebuffer stored in VRAM. With regards to the 360 is it possible to store the framebuffer in main memory, or does it have to be stored in the edram?

Is this why TRUW is running at much higher resolution on the PS3? Seeing as the engine doesn't support tiling, they can't emulate the PS3's larger framebuffer, and are forced to go with a lower resolution or no AA (seeing as the 360 is already doing motion blur, couldn't 720p with temporal AA be another option?).

PS: Any reason they aren't using 1024x600 2xAA like COD4/5, Oblivion etc?
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Old 27-Dec-2008, 11:14   #246
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Cross-platform and technology discussions have been moved to the Game Technology discussion thread. As per post 1, please keep this thread purely on the subject of rendering modes, and make points/ask questions about why games differ across platforms in the Game Tech thread. Thanks.
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Old 29-Dec-2008, 19:20   #247
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Hey guys, I just got the PS3 version of the Biohazard 5 demo, and I gotta say, it performs quite nice. I don't want to turn this into a comparison, but I was curious if some people can check out this shot I took. Its not framebuffer, but it is uncompressed from my capture card. I believe the game has some form of Anti Aliasing, but I'm not sure what. Also, given some play time, it appears its running in proper 720p. Maybe Quaz or someone can confirm that.

http://dot50cal.the-horror.com/b3d/0...20p-000111.bmp
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Old 29-Dec-2008, 20:52   #248
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Any chance of a shot of the game in motion? Just spinning around on the spot would be enough for us to discern if it's using temporal AA or not. Based on what you've posted I suspect it is. And yes, it is clearly 720p.
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Old 29-Dec-2008, 21:05   #249
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Sure, give me a little bit. But the motion blur might affect it. I don't think its temporal, as there isn't a blur applied as it was with DMC4 (same engine).

Edit: Here we go!

http://dot50cal.the-horror.com/b3d/Image1.jpg
http://dot50cal.the-horror.com/b3d/Image4.jpg
http://dot50cal.the-horror.com/b3d/Image5.jpg

These here are compressed quite a bit, so don't do any quality

Last edited by Dot50Cal; 29-Dec-2008 at 21:17.
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Old 29-Dec-2008, 21:28   #250
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The new shots look like 720p with no AA to me, but the first shot you posted looks jaggy-free, which is interesting.
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