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#101 |
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Senior Member
Join Date: May 2008
Location: Internet
Posts: 1,283
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#102 |
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penguins
Join Date: Feb 2004
Posts: 13,978
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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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#103 | ||
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Member
Join Date: Sep 2006
Location: UK
Posts: 395
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Quote:
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#104 | |
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Now Officially a Top 10 Poster
Join Date: May 2006
Location: Maastricht, The Netherlands
Posts: 12,879
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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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#105 | |
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Senior Member
Join Date: Oct 2006
Location: Germany
Posts: 1,003
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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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#106 |
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Mord's imaginary friend
Join Date: Jan 2004
Location: PT, EU
Posts: 3,506
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WRT Most Wanted, you mean when the shadows are cast across a vehicle right? Because on the ground they were properly filtered IIRC (Radeon X850).
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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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#107 | |
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Senior Member
Join Date: Oct 2006
Location: Germany
Posts: 1,003
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Quote:
It looks unfiltered on all Radeons.
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Hail Brothers and Sisters! Coranon Silaria, Ozoo Mahoke Eta Kooram Nah Smech! Find Chuck Norris. |
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#108 | |
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Mord's imaginary friend
Join Date: Jan 2004
Location: PT, EU
Posts: 3,506
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Quote:
__________________
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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#109 |
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Member
Join Date: Oct 2007
Posts: 307
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just dled Super SF2 HD Remix
http://www3.telus.net/public/dhwag/SF2HD1080P.jpg there seems to be some kind of dithering artifact going on around edge of characters at 1080P http://www3.telus.net/public/dhwag/SF2HD720P.jpg seems smoother at 720P, but with of course, a lot less details could this be a bug? PS3 version BTW |
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#110 | |
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Anas platyrhynchos
Join Date: Jul 2004
Location: Finland
Posts: 4,359
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Quote:
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http://www.youtube.com/watch?v=hpz9USr1RHg&feature=fvw |
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#111 |
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Naughty Boy!
Join Date: Jun 2008
Posts: 462
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I have a question about Quincunx AA, a lot of PS3 titles use it eg TR:UW, Quantum of Solace, Assassins Creed, Resistance 1 (2?), and even Killzone 2.
Wheras basically no 360 titles do, is this due to architecture differences on the PS3 (eg SPE's) that make it more viable? Or are devs simply more interested in reducing aliasing in their PS3 titles these days, given the traditional lack of AA in PS3 ports. As I understand the storage cost is the same as 2xMSAA, but the perceived effect is higher (eg =4xMSAA) but it blurs textures. Last edited by vanquish; 28-Nov-2008 at 00:11. |
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#112 |
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Senior Member
Join Date: Feb 2007
Posts: 1,159
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Quincunx is incorporated in hardware in nVidia graphics chips.
Here's Street Fighter HD Remix on 360. There is something a bit odd at 1080p... almost as though the art has been vertically scaled - badly. Shot1: 720p: http://img392.imageshack.us/img392/3794/720p000dg0.jpg 1080p: http://img175.imageshack.us/img175/5567/1080p000bz9.jpg Shot2: 720p: http://img512.imageshack.us/img512/304/720p001hg0.jpg 1080p: http://img185.imageshack.us/img185/7285/1080p001fj0.jpg Shot3: 720p: http://img184.imageshack.us/img184/5999/720p002zs0.jpg 1080p: http://img355.imageshack.us/img355/3112/1080p002sj6.jpg Shot4: 720p: http://img175.imageshack.us/img175/1277/720p003ul8.jpg 1080p: http://img206.imageshack.us/img206/305/1080p003fe4.jpg |
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#113 |
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Now Officially a Top 10 Poster
Join Date: May 2006
Location: Maastricht, The Netherlands
Posts: 12,879
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Strange. What's the size of the game as download?
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#114 | ||
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Senior Member
Join Date: Jul 2008
Posts: 1,082
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Quote:
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And what about the black bars at the left and right side of the picture of your screenshots grandmaster? Is the game pillarboxed? If yes, what could be the reason for that? To compensate overscan of some displays? But why at 1080p, too then? Most 1080p displays should support 1:1 display. Strange. Last edited by user542745831; 26-Nov-2008 at 12:44. |
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#115 |
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Now Officially a Top 10 Poster
Join Date: May 2006
Location: Maastricht, The Netherlands
Posts: 12,879
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The 1080p shots from the PS3 seem to be completely different from the 360 version though - the PS3's 1080p is proper 1080p, but the 360 I don't know what's happening there, something really weird.
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#116 |
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Senior Member
Join Date: Feb 2007
Posts: 1,159
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The 360 download is around 380-390MB by the way.
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#117 |
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Junior Member
Join Date: May 2008
Posts: 47
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#118 |
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Now Officially a Top 10 Poster
Join Date: May 2006
Location: Maastricht, The Netherlands
Posts: 12,879
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#119 | |
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penguins
Join Date: Feb 2004
Posts: 13,978
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Quote:
The environments appear to be fine (and even sharper than 720p upscaled to 1080p using a lanczos filter), so they're likely drawn at 1:1 pixel ratio.
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#120 | |
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Anas platyrhynchos
Join Date: Jul 2004
Location: Finland
Posts: 4,359
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Quote:
__________________
http://www.youtube.com/watch?v=hpz9USr1RHg&feature=fvw |
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#121 |
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Senior Member
Join Date: Feb 2007
Posts: 1,159
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I'm not going to buy the PS3 version just to grab it (can't say I'm really THAT impressed with the 360 one to be honest), but the weirdo scaling method seems to be in MazingerDUDE's shots as well. Where there should be smooth lines, there are odd dimples, just as on 360.
It's as though vertical resolution is being stretched and rather then blur, they're doubling the odd line. The pillaring is there by default by the way. I'm actually wondering if scaling down vertically will cure the sprites of their problems. Last edited by grandmaster; 26-Nov-2008 at 15:18. |
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#122 | ||
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penguins
Join Date: Feb 2004
Posts: 13,978
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Quote:
They don't offer a demo? Quote:
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#123 |
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Senior Member
Join Date: Feb 2007
Posts: 1,159
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That sounds like a 'nearest neighbor' Photoshop resize technique... it means that more than 12% of the character detail has been lost.
There's no playable demo that I can see on the US PSN, and it's not available at all in the EU. Last edited by grandmaster; 26-Nov-2008 at 16:02. Reason: crap maths |
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#124 |
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Member
Join Date: May 2008
Posts: 688
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#125 | |
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Member
Join Date: Dec 2006
Location: France
Posts: 670
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Quote:
If yes, why not using the hardware scaler of the 360? Who give good results. On PS3 I understood the need to implement a good software scaler, but in this game it's seem to not be good? And I don't think that SF2 use all the resourcse of the PS3 so you have room for made a really good software scaler, like the DVD upscale of the PS3. |
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