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Old 22-Nov-2008, 14:08   #1
grandmaster
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Both versions are on the default brightness level.
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Old 22-Nov-2008, 19:01   #2
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All textures are much clearer with the patched version. I agree this may make little difference during gameplay (especially in a console version playing a distance away from the tv) but I wonder if the change is solely due to a tweak to the pp effect.
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Old 22-Nov-2008, 20:16   #3
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It looks like they lowered the glow affects, too.

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Old 22-Nov-2008, 23:08   #4
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How do these post patch results compare now to the 360 version? For me, Bioshock on 360 was always more blurry than other games.
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Old 23-Nov-2008, 11:53   #5
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FIFA 09 looks a bit odd on PS3. It appears to be combining the AA samples, producing that weirdly speckly effect on the edges a la Harry Potter and the Order of the Phoenix.

Not sure on native resolution on PS3 - 360 looks like 720p 2xMSAA. PS3 is difficult to tell - looks 720p on close-ups, but a touch blurrier in-game.

Shot1:
360: http://img175.imageshack.us/img175/4...a360000me4.jpg
PS3: http://img175.imageshack.us/img175/5...aps3000sg2.jpg

Shot2:
360: http://img56.imageshack.us/img56/4285/fifa360001sl2.jpg
PS3: http://img56.imageshack.us/img56/605/fifaps3001pm2.jpg

Shot3:
360: http://img529.imageshack.us/img529/3...a360002km2.jpg
PS3: http://img56.imageshack.us/img56/4131/fifaps3002vz5.jpg

Shot4:
360: http://img444.imageshack.us/img444/7...a360003un3.jpg
PS3: http://img444.imageshack.us/img444/1...aps3003uw0.jpg

Shot5:
360: http://img206.imageshack.us/img206/6...a360004hj2.jpg
PS3: http://img221.imageshack.us/img221/9...aps3004bu0.jpg
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Old 23-Nov-2008, 16:53   #6
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Guitar Hero World Tour looks like it's based on the same engine as the previous GH games. 720p, no AA on 360 and sub-HD on PS3 (1040x585)

360: http://img403.imageshack.us/img403/8...r360005dv8.jpg
PS3: http://img155.imageshack.us/img155/3...rps3005pr2.jpg
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Old 24-Nov-2008, 08:25   #7
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I don't get, how they can't get Guitar Hero running at at least 720 on PS3. I mean, I know this game needs perfect timing et al, so a stable framerate is a must, but this game is NOT that graphically demanding. It also runs like cr*p on the PC, so optimizing is not a must for them either.
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Old 24-Nov-2008, 08:47   #8
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They probably see zero business reason to improve it.
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Old 24-Nov-2008, 08:47   #9
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how about Rock band 2 on both console?
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Old 24-Nov-2008, 09:28   #10
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Still no words on the retail version of TR:UW? Found this intereting comparison though.
http://www.lensoftruth.com/?p=1648
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Old 25-Nov-2008, 17:42   #11
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Quote:
Originally Posted by ultragpu View Post
Still no words on the retail version of TR:UW? Found this intereting comparison though.
http://www.lensoftruth.com/?p=1648
Interesting article. Appears the 360 version has less AA and lower effects. The last rollover shot is especially jarring to the eye.
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Old 25-Nov-2008, 17:51   #12
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Quote:
Originally Posted by GarretASUS View Post
Appears the 360 version has less AA
It doesn't get any less than 2x... You're likely seeing the consequence of having limited sample points. Keep in mind, the sample positions for RSX and Xenos are different, so certain angles will look very different despite the calculation using 2 samples.

Then again, they might be using QAA giving better edge results. That does not mean the 360 version doesn't have AA (and SMM did confirm 2x anyway).
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Old 25-Nov-2008, 18:12   #13
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Quote:
Originally Posted by AlStrong View Post
It doesn't get any less than 2x... You're likely seeing the consequence of having limited sample points. Keep in mind, the sample positions for RSX and Xenos are different, so certain angles will look very different despite the calculation using 2 samples.

Then again, they might be using QAA giving better edge results. That does not mean the 360 version doesn't have AA (and SMM did confirm 2x anyway).
I never said the 360 version does not have any AA, I said it appears to have less or the AA is being sampled better on the PS3. Fact is whatever they are doing with the PS3 side is easier on the eye.
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Old 25-Nov-2008, 18:40   #14
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Quote:
Originally Posted by AlStrong View Post
It doesn't get any less than 2x... You're likely seeing the consequence of having limited sample points. Keep in mind, the sample positions for RSX and Xenos are different, so certain angles will look very different despite the calculation using 2 samples.
All angles look less aliased on PS3, not only those that suit RSXs sample pattern, but if you look at the grills on the front of the boat there maybe an indication that it is indeed using 2xQAA as it's blurrier compared to the 360.
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Old 25-Nov-2008, 17:55   #15
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Quote:
Originally Posted by GarretASUS View Post
Interesting article. Appears the 360 version has less AA and lower effects. The last rollover shot is especially jarring to the eye.
There's an update. Apparently the 360 version has all of the same effects, plus some extra motion blur.
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Old 25-Nov-2008, 18:15   #16
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Originally Posted by warb View Post
There's an update. Apparently the 360 version has all of the same effects, plus some extra motion blur.
Then there seem to be some inconsistencies found within the 360 version then if during some playthroughs it changes. And with regards to motion blur, my PS3 copy most definitely has the motion blur effect. Now if they are different in intensity between versions, I wouldn't know.
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Old 24-Nov-2008, 17:01   #17
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I'm not getting Tomb Raider for a couple of weeks. I'm doing Far Cry 2 on all formats this week then taking a couple of weeks' break actually running my company.

With regards TR, I can't see the playable demo being any different from the retail code. Nine times out of ten the demo is made after the game's gone gold.
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Old 25-Nov-2008, 01:54   #18
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Quote:
Originally Posted by grandmaster View Post
I'm not getting Tomb Raider for a couple of weeks. I'm doing Far Cry 2 on all formats this week then taking a couple of weeks' break actually running my company.

With regards TR, I can't see the playable demo being any different from the retail code. Nine times out of ten the demo is made after the game's gone gold.
I guess that leaves to the PS3 verison then? Since there wasn't a demo for it.
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Old 25-Nov-2008, 12:05   #19
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Far Cry 2 on PS3 doesn't have a 1080p or 1080i mode, so I'm not sure what to think about that 960x1080 -> 1280x720 rescale we saw in the previous thread... 960x720 then? I don't think so, but I'll post some comparison shots later.
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Old 25-Nov-2008, 16:56   #20
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Some Far Cry 2 action. PC is running at 4xAA, though the option for 8xAA is available.

Shot1:
PC: http://img338.imageshack.us/img338/1527/pc1cu7.jpg
360: http://img444.imageshack.us/img444/1149/3601es6.jpg
PS3: http://img360.imageshack.us/img360/4088/ps31py7.jpg

Shot2:
PC: http://img81.imageshack.us/img81/1161/pc2cz4.jpg
360: http://img246.imageshack.us/img246/929/3602xe8.jpg
PS3: http://img149.imageshack.us/img149/292/ps32gp7.jpg

Think I'm gonna have to recapture the PC one as the field of view is clearly wrong. I think I'll add that unofficial patch. A couple of interesting observations - firstly, the shadowing on 360 is almost interlace-like in appearance. Not good at all. The image does look anti-aliased on both platforms though... 2xMSAA on 360 and 2xQAA on PS3? I'm sure the previous footage was zero AA...

Last edited by grandmaster; 25-Nov-2008 at 17:01.
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Old 25-Nov-2008, 17:16   #21
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Quote:
Originally Posted by grandmaster View Post
the shadowing on 360 is almost interlace-like in appearance. Not good at all.
Very odd.

Quote:
Originally Posted by DrJay24 View Post
It looks like the dithering effect that we saw in GTA4.
Not quite... the dithering effect in GTA4 was on textures...
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Old 25-Nov-2008, 18:47   #22
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Quote:
Originally Posted by AlStrong View Post
Not quite... the dithering effect in GTA4 was on textures...
It was on the shadows too, they were the worst offenders.
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Old 25-Nov-2008, 18:59   #23
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Quote:
Originally Posted by DrJay24 View Post
It was on the shadows too, they were the worst offenders.
Well, in FC2's case, it looks very different from the dithering seen in GTA4. These shadows actually look interlaced of a sort or as though there is no interpolation occurring resulting in missing lines.
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Old 25-Nov-2008, 23:07   #24
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Quote:
Originally Posted by grandmaster View Post
Some Far Cry 2 action. PC is running at 4xAA, though the option for 8xAA is available.

Shot1:
PC: http://img338.imageshack.us/img338/1527/pc1cu7.jpg
360: http://img444.imageshack.us/img444/1149/3601es6.jpg
PS3: http://img360.imageshack.us/img360/4088/ps31py7.jpg

Shot2:
PC: http://img81.imageshack.us/img81/1161/pc2cz4.jpg
360: http://img246.imageshack.us/img246/929/3602xe8.jpg
PS3: http://img149.imageshack.us/img149/292/ps32gp7.jpg

Think I'm gonna have to recapture the PC one as the field of view is clearly wrong. I think I'll add that unofficial patch. A couple of interesting observations - firstly, the shadowing on 360 is almost interlace-like in appearance. Not good at all. The image does look anti-aliased on both platforms though... 2xMSAA on 360 and 2xQAA on PS3? I'm sure the previous footage was zero AA...
Interesting. I think I'm going to agree with your AA suggestions, only in the case of the 360 the AA is applied and then the shadows are drawn, which could make sense if the AA is done in EDRAM and then the shadows in the final pass when the image is out of EDRAM again (you may in fact, laugh at me if this is a stupid idea). In fact, I'm thinking this achieves 4xAA on the 360, but this is masked by the shadows (seem to be not using transparency).

I'm thinking the PS3's shadows are drawn in the exact same way, but then the PS3 version relies on the Quincunx to get rid of the pixellation of the shadows. You can see this in the bits that are only very lightly shadowed, or are single thin shadows, where you can still see how the original pixel pattern on the 360 is the same on PS3 but mostly positively blended into the background by the full-screen Quincunx.

The advantage of this seems to be that when a shadow is added to another shadow, this looks very nice and is an effect you probably couldn't afford to do with transparency (which is apparently expensive on either system). But then they probably either couldn't figure out how to AA the shadows in the 360 version without taking the AA out of the EDRAM, or just didn't have enough time to figure out a different rendering method on the 360 to take the shadows into account.

It is refreshing to see a third party use Quincunx on the PS3, and use it cleverly, although downsides for multiplatform development are also apparent, and you do get a slightly more blurried image in which texture definition suffers somewhat. Definitely both images are 720p though, no upscaling.

Does this make any sense at all? I know everything I know about rendering from these forums, so no claims of authority on my part. Hopefully someone with more authority weighs in.

Makes me want to try the game out though!
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Old 25-Nov-2008, 23:37   #25
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Quote:
Originally Posted by grandmaster View Post
Some Far Cry 2 action. PC is running at 4xAA, though the option for 8xAA is available.

Shot1:
PC: http://img338.imageshack.us/img338/1527/pc1cu7.jpg
360: http://img444.imageshack.us/img444/1149/3601es6.jpg
PS3: http://img360.imageshack.us/img360/4088/ps31py7.jpg

Shot2:
PC: http://img81.imageshack.us/img81/1161/pc2cz4.jpg
360: http://img246.imageshack.us/img246/929/3602xe8.jpg
PS3: http://img149.imageshack.us/img149/292/ps32gp7.jpg

Think I'm gonna have to recapture the PC one as the field of view is clearly wrong. I think I'll add that unofficial patch. A couple of interesting observations - firstly, the shadowing on 360 is almost interlace-like in appearance. Not good at all. The image does look anti-aliased on both platforms though... 2xMSAA on 360 and 2xQAA on PS3? I'm sure the previous footage was zero AA...
It looks like the shadows aren't filtered. The same crap you can see in Battlefield 2 or NFS Most Wanted on every older Radeon (because of lacking PCF support).
BF2:
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