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#1 |
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Interwebz Hijacker !
Join Date: Mar 2009
Location: Gran Pulse
Posts: 1,748
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QAA for Fifa isnt good...they should've opted 2*AA instead.
Any idea what the 360 version runs at ?
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#2 |
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Registered
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#3 | |
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Interwebz Hijacker !
Join Date: Mar 2009
Location: Gran Pulse
Posts: 1,748
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yea sorry 2*MSAA, I should've made that clear.
Quote:
Also since FNR4 has larger amount of pixels being taken by objects/characters compared to Fifa where the cam is zoomed out & everything takes less amount of pixels wouldnt that help FNR4 have less visible jaggies compared to FIFA ?
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#4 | |
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Member
Join Date: Oct 2008
Posts: 754
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#5 | |
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ಠ_ಠ
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One might consider just how terrible ordered grid AA is though for the number of samples being stored. All of these other modes are a waste of resources too i.e. anything with supersampling and anything with more than 4 multisamples... which basically brings the list back to 2xQ, 2x, 4xRGMS. The only thing that might be a better trade-off is custom edge AA seen in a few games already. Yes.
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"He's more gamerscore than man now." -Referring to Wavey <Burga>stop whining <DeanoC>no |
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#6 |
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Member
Join Date: Nov 2007
Location: San Francisco, CA
Posts: 190
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Just because a PS3 game opts to prefer outputting a 1080p signal instead of a 720p signal, doesn't mean the game is rendered in (full) 1920x1080 resolution natively. GT5P runs in 1280x1080, MGS4 runs in 1024x768, and Facebreaker runs in 1280x720, yet all of these automatically output a 1080p (upscaled) signal. Tons of other examples of this.
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#7 | |
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Regular
Join Date: Oct 2005
Posts: 5,315
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GT5 of course is expected since its above 720p anyways and 1280x1080p. I am familiar with the fact that games that output 1080p arent necessarily running at 1080p native. Rainbow Six is such an example. But since such examples are rare and TMNT isnt like the best looking game I thought that it might actually be 1080p. I simply made a mistake. |
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#8 | |
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#9 |
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ಠ_ಠ
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Honest mistake, let's move along now.
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"He's more gamerscore than man now." -Referring to Wavey <Burga>stop whining <DeanoC>no |
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#10 |
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Interwebz Hijacker !
Join Date: Mar 2009
Location: Gran Pulse
Posts: 1,748
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Has anyone checked NFS shift ?
Seems 720p 2*AA for Xbox 360 to me ...need confirmation [also on the PS3 ver.]
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#11 |
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Member
Join Date: Oct 2008
Posts: 754
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I have a question about QAA. I have tried fight night round 4 for the ps3 but I never seen a properly use of QAA how in this game
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#12 |
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ಠ_ಠ
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Nope, QAA is just QAA.
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"He's more gamerscore than man now." -Referring to Wavey <Burga>stop whining <DeanoC>no |
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#13 |
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Member
Join Date: Oct 2004
Posts: 238
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Yup, but there were also a mode that is very similar to Quincunx, it used 4xMSAA as a base 4x-tap9.
List of nv40 AA modes. |
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#14 | |
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Member
Join Date: Oct 2008
Posts: 754
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Mmm interesting...it is possible to use on the ps3? Because really Fight night 4 has better egdes in comparison to Fifa 10. Last edited by assurdum; 16-Sep-2009 at 11:04. |
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#15 |
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Member
Join Date: Nov 2007
Posts: 434
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doesn't the blur from QAA also give it some sort of transparency AA effect?
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#16 |
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Now Officially a Top 10 Poster
Join Date: May 2006
Location: Maastricht, The Netherlands
Posts: 8,797
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I noticed using the EyeCreate software that edge detection can be done in realtime fairly easily, it seems. Would it be possible to use that for AA as well?
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#17 |
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member
Join Date: Feb 2002
Posts: 5,066
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Only for blurs... without the source data you can't really do AA in the strict sense.
Edge blur is a good thing though and AFAIK Crysis already used it...
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My opinions do not represent that of my employer blah blah etc. |
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#18 | |
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Member
Join Date: Jun 2006
Posts: 427
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Considering the PS3 in particular tends to struggle with msaa so much, its a really good solution for the consoles if done well imo. Works fine with games that use MRT as well, Call of Juarez has a pretty good implementation. 4x9Tap is still available through nHancer on my GTX 260, don't see why they would have took out support in the G7x generation only to bring it back in subsequant generations. I sometimes use it in UT3 as it helps deal with the shader aliasing. Last edited by brain_stew; 18-Sep-2009 at 14:05. |
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#19 | |
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ಠ_ಠ
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At any rate, if developers do use it, it'd only be in games where they can even afford 4xAA. The fact that it's ordered grid doesn't make it very enticing for near-axis angles though. Using the blur to "solve" shader aliasing is a bit of a poor way to go about it though.
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"He's more gamerscore than man now." -Referring to Wavey <Burga>stop whining <DeanoC>no |
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#20 | ||
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Member
Join Date: Jun 2006
Posts: 427
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Well, it is powerful enough for supersampling but then I've got to drop the resolution down to 720p and ditch standard msaa to get anything near decent performance. Though tbf, I'm surprised just how well so many games work with supersampling, especially at 720p. I can run COD: WAW at 720p with 3x3 supersampling with a locked 50hz refresh (PAL refresh rates is handy here) and on the Nazi Zombie map I tried it with max settings and 8xaf and I didn't get a single dropped frame, and boy was it buttery smooth. On the topic of shader aliasing, its another reason why edge AA is a decent solution, as texture/alpha/shader aliasing are all starting to become just as big an issue as standard polygonal AA in games these days, I don't see much point wasting resources with more than say 4 multisamples at high resolutions when you're still going to have lots of noticeable aliasing elsewhere. It creates a very uneven image. I've just been playing the 360 version of SEGA Rally and I have to say it has some of the best IQ on any console. Full 720p resolution, 4xmsaa, and not to be forgotten alpha to coverage to deal with the transparency aliasing. Its a great combination and with the motion blur gives the game a very "CG" like quality. The "dithering" artefacts that crop up from alpha to coverage are unfortunate but are not noticeable when moving at high speed, whereas without it you'd likely have lots of shimmering foliage at the side of the road that sticks out when in motion. Any reason why alpha to coverage is not more widely used? Quite a few console games suffer from really bad alpha aliasing (compounded by sub-HD resolutions) and its a good solution given the seemingly very low performance hit it comes with. I know many don't like dithering artefacts but it can work well in the right circumstances (like SEGA Rally shows). Obviously on the PC side I try and enable transparency supersampling if at all possible but the performance impact means that's not a realistic choice on consoles. Quote:
Is it true that you can get rid of the "brown/sepia" filter as well, sure I read that somewhere. Last edited by brain_stew; 18-Sep-2009 at 15:03. |
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#21 |
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Maximus Testosterone
Join Date: Mar 2007
Location: NGC2264
Posts: 6,867
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Sure everything.
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You know when you know youre a beast? It's when you max out the weight limit on the gym machines and need to hang weights to the edge of the bars when doing free weights. Thats how you know youre a BEAST and I tell you I am a BEAST, a fucking BEAST! |
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#22 |
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Member
Join Date: Jun 2007
Posts: 617
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Does anyone know if Marvel Ultimate Alliance 2 will have 1080P like the first? I doubt it but just wanted to know.
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#23 |
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Member
Join Date: Sep 2007
Posts: 194
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#24 |
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Member
Join Date: Jul 2005
Posts: 227
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#25 |
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Member
Join Date: Aug 2005
Posts: 286
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They didnt use triple buffer in ps3 version?
(it sounds a very poor port) |
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