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#526 |
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The UE3 is highly customisable. But in this case, the game doesn't seem to support this feature and it would be quite surprising.
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#527 |
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#528 | |
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Senior Member
Join Date: Oct 2008
Posts: 1,567
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Quote:
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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#529 | |
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Naughty Boy!
Join Date: Mar 2009
Location: Liverpool
Posts: 2,980
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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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#530 | |
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Senior Member
Join Date: Oct 2008
Posts: 1,567
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Quote:
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#531 | |
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penguins
Join Date: Feb 2004
Posts: 13,978
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Quote:
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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#532 | ||
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Member
Join Date: Oct 2004
Posts: 705
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Quote:
Ordered grid looks bad, but SSAA does wonders to many games. Quote:
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#533 |
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Now Officially a Top 10 Poster
Join Date: May 2006
Location: Maastricht, The Netherlands
Posts: 12,910
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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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#534 |
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member
Join Date: Feb 2002
Posts: 7,509
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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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#535 |
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Senior Member
Join Date: Jun 2007
Posts: 1,035
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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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#536 | |
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Member
Join Date: Jun 2006
Posts: 556
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Quote:
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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#537 | |
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penguins
Join Date: Feb 2004
Posts: 13,978
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Quote:
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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#538 |
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Iron "BEAST" Man
Join Date: Mar 2007
Location: NGC2264
Posts: 8,384
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Is it stuff that can be fixed like for example GRID that has it off by default (highlighted part)?
<multisampling option="8xmsaa"> <back_buffer level="8xmsaa" /> <colour_target level="8xmsaa" /> <minimap level="8xmsaa" /> <dynamic_envmap level="8xmsaa" /> <static_envmap level="8xmsaa" /> <rear_view_mirror level="4xmsaa"/> Makes for a sweat difference in cleanliness making it pretty much 'bullshotiz'.
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"If you told me that if I ate a kilo of shit I would put on a pound of muscles, I would do it." -Arnold Schwarzenegger |
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#539 |
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penguins
Join Date: Feb 2004
Posts: 13,978
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For those, you'd want a higher res buffer and more AA samples.
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#540 |
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Iron "BEAST" Man
Join Date: Mar 2007
Location: NGC2264
Posts: 8,384
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Well 8xAA for reflections pretty much removes any aliasing coupled with the 1024x1024 reflections. Though the game sported smaller effect buffer but that could be fixed to. 1:1 effects for no ugly PP aliasing silhouttes (smoke, depth of field etc)!
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"If you told me that if I ate a kilo of shit I would put on a pound of muscles, I would do it." -Arnold Schwarzenegger |
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#541 | ||
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Member
Join Date: Jun 2006
Posts: 556
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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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#542 |
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Iron "BEAST" Man
Join Date: Mar 2007
Location: NGC2264
Posts: 8,384
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Sure everything.
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"If you told me that if I ate a kilo of shit I would put on a pound of muscles, I would do it." -Arnold Schwarzenegger |
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#543 |
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Member
Join Date: Sep 2007
Posts: 194
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#544 |
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Senior Member
Join Date: Feb 2004
Posts: 2,448
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What is the res, AA, etc for Marvel: Ultimate Alliance 2, anyway?
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#545 | |
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Member
Join Date: Sep 2007
Posts: 194
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Quote:
edit: there are some screens here (gallery tab) http://www.lensoftruth.com/?p=14886 Last edited by thambos; 22-Sep-2009 at 18:44. |
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#546 |
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Member
Join Date: Jul 2005
Posts: 241
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#547 |
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Member
Join Date: Aug 2005
Posts: 570
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They didnt use triple buffer in ps3 version?
(it sounds a very poor port) |
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#548 |
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penguins
Join Date: Feb 2004
Posts: 13,978
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Couldn't find a good enough edge, and the added blur certainly doesn't help. Assuming those side-by-side shots are just cut/paste from 720p, the res I found was fairly low.
I'd like some better shots. Might be 1040x585...
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#549 |
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Junior Member
Join Date: Dec 2008
Posts: 45
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A Need for Speed SHIFT comparison was just posted on the Lens of Truth. From their rollovers and gallery it looks like both are running at 720p, it is just that the PS3 is using quincunx and the Xbox 360 2XAA?
Also the HDR effect seems to be better on the PS3. http://www.lensoftruth.com/?p=15133 Thoughts? |
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#550 |
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penguins
Join Date: Feb 2004
Posts: 13,978
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360 seems 2-4xAA, slightly better shadow filtering (might be the texture format they use). The PS3 has more washed out lighting and brighter... Just look at the second rollover. Much more detail retained on 360.
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