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#1 |
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Senior Member
Join Date: Feb 2007
Posts: 1,154
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Both versions are on the default brightness level.
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#2 |
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Mord's imaginary friend
Join Date: Jan 2004
Location: PT, EU
Posts: 3,002
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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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The optimist proclaims that we live in the best of all possible worlds, and the pessimist fears this is true. - James Branch Cabell |
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#3 |
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Member
Join Date: Jun 2005
Posts: 489
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#4 |
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Junior Member
Join Date: Aug 2004
Posts: 83
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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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#6 |
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Senior Member
Join Date: Feb 2007
Posts: 1,154
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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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#7 |
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Member
Join Date: Oct 2008
Posts: 249
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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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#8 |
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Senior Member
Join Date: May 2003
Location: Skirts of Vitosha
Posts: 1,312
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They probably see zero business reason to improve it.
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#9 |
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Member
Join Date: Nov 2007
Posts: 434
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how about Rock band 2 on both console?
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#10 |
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Member
Join Date: Apr 2004
Location: Australia
Posts: 1,405
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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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#11 | |
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Junior Member
Join Date: Aug 2004
Posts: 83
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Quote:
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#12 |
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ಠ_ಠ
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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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"He's more gamerscore than man now." -Referring to Wavey <Burga>stop whining <DeanoC>no |
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#13 | |
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Junior Member
Join Date: Aug 2004
Posts: 83
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Quote:
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#14 |
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Senior Member
Join Date: Oct 2006
Posts: 1,773
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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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#15 |
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Member
Join Date: Sep 2006
Location: UK
Posts: 292
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#16 |
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Junior Member
Join Date: Aug 2004
Posts: 83
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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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#17 |
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Senior Member
Join Date: Feb 2007
Posts: 1,154
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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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#18 | |
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Member
Join Date: Apr 2004
Location: Australia
Posts: 1,405
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Quote:
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#19 |
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Senior Member
Join Date: Feb 2007
Posts: 1,154
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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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#20 |
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Senior Member
Join Date: Feb 2007
Posts: 1,154
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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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#21 | |
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ಠ_ಠ
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Quote:
Not quite... the dithering effect in GTA4 was on textures...
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"He's more gamerscore than man now." -Referring to Wavey <Burga>stop whining <DeanoC>no |
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#22 |
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Senior Member
Join Date: May 2008
Location: Internet
Posts: 1,253
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#23 |
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ಠ_ಠ
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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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"He's more gamerscore than man now." -Referring to Wavey <Burga>stop whining <DeanoC>no |
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#24 | |
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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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Quote:
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. Makes me want to try the game out though! |
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#25 | |
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Member
Join Date: Oct 2006
Location: Germany
Posts: 821
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Quote:
BF2:
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Hail Brothers and Sisters! Coranon Silaria, Ozoo Mahoke Eta Kooram Nah Smech! Find Chuck Norris. |
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