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#2801 |
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Senior Member
Join Date: Aug 2010
Location: Ohio
Posts: 1,341
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I was just thinking the same thing. Hope Al or DF can confirm this soon. I'd love to get the game tonight at a midnight launch, but I'm not sure which version to get. Wish there was some kind of performance analysis available.
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#2802 |
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uber-Troll!
Join Date: Dec 2004
Location: Under my bridge
Posts: 26,073
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Tech discussion moved here.
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Shifty Geezer ... Tolerance for internet moronism is exhausted. Anyone talking about people's attitudes in the Console fora, rather than games and technology, will feel my wrath. Read the FAQ to remind yourself how to behave and avoid unsightly incidents. |
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#2803 |
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Senior Member
Join Date: Nov 2007
Posts: 1,386
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anyone check the body count demo on PS3? Looks sub hd + custom AA, or MLAA.
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#2804 |
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penguins
Join Date: Feb 2004
Posts: 13,978
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DE:HR does seem to be FXAA on 360, MLAA on PS3. Both 720p.
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#2805 |
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Naughty Boy!
Join Date: Aug 2011
Location: Seattle
Posts: 105
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#2806 |
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Senior Member
Join Date: Aug 2010
Location: Ohio
Posts: 1,341
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#2807 |
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penguins
Join Date: Feb 2004
Posts: 13,978
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We can debate all day about what "blur" and "post-AA" really means, especially for single-sample per pixel. You may also want to think about what an edge means in your context versus a shader program evaluating pixel patterns.
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#2808 |
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Senior Member
Join Date: Mar 2010
Posts: 1,283
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I thought AA method in 360 version got rid of the aliasing pretty well.Certainly it broke in some instances and some edges didn't receive any but it was pretty smooth.Surprised that MLAA looked so alike,FXAA seemed bit better in fact.
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#2809 |
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penguins
Join Date: Feb 2004
Posts: 13,978
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I should note my disapproval of naming the particular post-AA method based off of images. It's going to be extremely difficult to just look at the edge blur and say... that's such and such. And really, it's just silly. For the purpose of the thread, I'd say it's enough just to call it a post-AA filter and describe its characteristics in motion or with certain sub-pixel issues.
For all I know, they're using a different FXAA setting on PS3, but the behaviour there does seem to indicate MLAA.
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#2810 | |
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Senior Member
Join Date: Oct 2008
Posts: 1,567
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Quote:
Last edited by assurdum; 26-Aug-2011 at 01:48. |
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#2811 |
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Senior Member
Join Date: Oct 2008
Posts: 1,567
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Well, I don't know how technically valid are my impressions, but MLAAproperly used from what I have seen until now in a lot of games, generally works 'better' of FXAA (probably for its cost) in cover & even artifact, at least in motions; subpixels a part.
Last edited by assurdum; 26-Aug-2011 at 01:52. |
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#2812 |
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Senior Member
Join Date: Nov 2007
Posts: 1,386
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so the subtle blur also make sense on 360? Even on PC with the new FXAA injection method, all the games get subtle blur running on higher resolution than 720p. I remember the member here I forgot his named, works for Sony ATG I think said their MLAA implementation doesn't blur any texture detail. Makes me wonder how much resource is needed for MLAA on PS3 now, cant be still as expensive as GOW3. Must be a hell lot cheaper now.
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#2813 | |
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Member
Join Date: Aug 2009
Posts: 837
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Quote:
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#2814 | |||
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Senior Member
Join Date: Aug 2010
Location: Ohio
Posts: 1,341
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Quote:
Quote:
The point of mentioning this was to show how muddy it can get when trying to determine what type of post process AA filter is being used. At least that's what I got from that comment. Quote:
No need to defend MLAA, the difference isn't huge, and I was just making an observation. |
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#2815 | |
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Senior Member
Join Date: Oct 2008
Posts: 1,567
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Quote:
Last edited by assurdum; 26-Aug-2011 at 14:53. |
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#2816 | |
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Senior Member
Join Date: Aug 2010
Location: Ohio
Posts: 1,341
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Quote:
Edit: Though I do notice some shimmering while moving around on the 360 version. Last edited by kagemaru; 26-Aug-2011 at 14:51. |
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#2817 |
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Senior Member
Join Date: Oct 2008
Posts: 1,567
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#2818 |
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Senior Member
Join Date: Nov 2007
Posts: 1,386
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not even sub pixel part, using it on PC it just looks like it is blurring everything in a distance/subpixel. I ran the highest quality U3 gamescon video with VLC player + fxaa injection (I know its not as good as real implementation) all sub pixel stuffs looks like it just got blurred. Same with all the PC games.
here an example of all the AA from the game on PC http://www.hardocp.com/images/articl...UWGY_3_1_l.png |
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#2819 |
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Member
Join Date: Sep 2009
Posts: 302
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i've been playing around with the mlaa setting on the pc version looking specifically at things with high contrast edges like ebooks and bright lettering and going very low pixel range. the typical kind of artifacting you get with mlaa in worst case. then i looked at the ps3 version and it didnt have the same kind of artifacting under the same conditions. unless AL got some definitive answer i still am inclined to believe both are using fxaa with different presets.
edit: does the mlaa in the ps3 sdk only target geometrical edges? because that would pretty much my mlaa evaluation on ps3 flawed :3 Last edited by Kasersky; 26-Aug-2011 at 22:06. |
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#2820 |
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Senior Member
Join Date: Nov 2007
Posts: 1,386
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maybe we can get DF to setup an interview with Eidos Montreal.
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#2821 | |
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penguins
Join Date: Feb 2004
Posts: 13,978
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Quote:
What I do know about DEHR on PS3 is that edge shimmering is significantly worse.
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#2822 |
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Member
Join Date: Feb 2009
Posts: 302
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If that is MLAA it's clearly far the worse seen yet.
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#2823 |
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penguins
Join Date: Feb 2004
Posts: 13,978
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It's also a colour pallette that's somewhat unique (monochrome jokes aside).
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#2824 |
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Senior Member
Join Date: Oct 2008
Posts: 1,567
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But are you sure about MLAA? Because the pop in pixels remember more the FXAA behaviour than the MLAA on ps3.... MLAA tend to pop in only when occurs cross edges, too fine lines or redudant slower camera movements; the artifacs pop in are a little different to FXAA, more 'spread' for the vertex works. FXAA seems use more pixel by pixel (or at least I have perceived this, even on the 360 version); & the pop in is perceivable in the short lines. I see more analogie between the two DE versions than any others use of mlaa in the others ps3 game. My apologies if I wasn't clear.
Last edited by assurdum; 28-Aug-2011 at 01:22. |
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#2825 | |
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Senior Member
Join Date: Mar 2010
Posts: 1,283
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Quote:
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