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Old 27-Dec-2011, 15:01   #3051
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Quote:
Originally Posted by chris100 View Post
PSVita Gravity Daze Demo Screenshot

http://img406.imageshack.us/img406/1...cc1cwep1wr.png

Looks sub-qHD to me. The edge aliasing is so awful.
Well all Vita games are expected to be below HD standards. The screen is small. No reason to waste performance needlessly. That aliasing will be too small to nortice as much as in that larger screenshot during personal experience
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Old 27-Dec-2011, 16:37   #3052
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Well all Vita games are expected to be below HD standards.
Sub qHD, or quarter 1080pHD, or < PSV's native resolution of 960x540. And I agree, they look a good 2/3 res horizontally (~640 pixels), and maybe same vertically, for about 640 x 360.
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Old 27-Dec-2011, 17:35   #3053
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Originally Posted by chris100 View Post
PSVita Gravity Daze Demo Screenshot

http://img406.imageshack.us/img406/1...cc1cwep1wr.png

Looks sub-qHD to me. The edge aliasing is so awful.
Isn't this one of the very first Unreal Engine games on the Vita?
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Old 27-Dec-2011, 19:17   #3054
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wow, I know those vita games looks alot better on its screen but that make is looks like Vita hardware is very weak, or all games are suffering from being as close to launch as possible. Its MSAA suppose to be almost free, looks like they can't even get AA on those games.
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Old 27-Dec-2011, 21:57   #3055
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I saw this game in person at Gamescom and thought it looked great. You have to see it in movement I guess. It was butter smooth even then.
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Old 28-Dec-2011, 06:29   #3056
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Quote:
Originally Posted by Shifty Geezer
Sub qHD, or quarter 1080pHD, or < PSV's native resolution of 960x540. And I agree, they look a good 2/3 res horizontally (~640 pixels), and maybe same vertically, for about 640 x 360.
Did you do a pixel count on Edges that are NOT outlines? Outline/Edge detection is clearly running at lower-resolution than the rest of the game, so I don't think it's representative of the actual rendering-res, though the rest of the game is not-native rendered either (there's a clear difference when I run actual native games).

Anyway - pixel counting aside, the game does look good in motion - Cartoon-outline aliasing is standard fare on most games that use it, but it doesn't detract from overall visual.
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Old 28-Dec-2011, 09:31   #3057
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Originally Posted by Fafalada View Post
Did you do a pixel count on Edges that are NOT outlines?
It's all looking chunky excluding the '23y' UI pointer whcih shows it's not the screen capture upscaled.

Quote:
Anyway - pixel counting aside, the game does look good in motion - Cartoon-outline aliasing is standard fare on most games that use it, but it doesn't detract from overall visual.
Ha! I'd say crawling outlines is the biggest detractor of cartoon renderers, and I'm disappointed we haven't managed to get clean line drawing on them yet. This screenshot does also disappoint regards the supposed cheap MSAA Vita is reportedly capable of. It'd be nice if these platforms with free/cheap AA actually had high IQ!
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Old 28-Dec-2011, 10:10   #3058
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Because we have a long history of Unreal Engine games with great AA, right?

But yeah, not many titles show MSAA yet, I agree. It clearly isn't free or isn't trivial to implement. Not that I personally think games actually need it at that DPI. If it costs more than 10% of framerate I'd say leaving it off is likely the better choice.

It's very early days though.
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Old 28-Dec-2011, 10:59   #3059
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Originally Posted by Arwin View Post
Because we have a long history of Unreal Engine games with great AA, right?
Well considering how widely used UE is, getting AA in it seems pretty important. Playing Dungeon Defenders I was surprised to see full-on jaggies. Why aren't they able to drop in some post-AA at least?

Oh, just checked the title and this is the wrong thread for that. Actually, on that note, post-FX AA makes pixel counting much harder. I'm not even sure of the purpose of this thread any more. At the beginning of this gen it was useful identifying what resolutions devs were managing, and whether these boxes were managing AA or not. Now, with all the multiple different-resolution buffers and varied AA techniques, an analysis becomes both very hard and rather meaningless.
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Old 28-Dec-2011, 11:03   #3060
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Quote:
Originally Posted by Shifty Geezer
It's all looking chunky excluding the '23y' UI pointer whcih shows it's not the screen capture upscaled.
Yup I noticed that UI is native rendered in this and I think Dungeon Hunter.
Anyway I asked because outlines clearly look chunkier, I picked on that before taking any screenshots

Quote:
Originally Posted by Arwin
But yeah, not many titles show MSAA yet, I agree.
I've tried mostly demos so far (Bought Uncharted pack, none of the other games is currently in English).
Eyeballing it : VT4, LittleDeviants and DW all look AAed (VT4 is probably 4x, it has the best IQ of all Vita games to date). Dungeon Hunter may be as well (but it also looks to be sub-native, unlike the other 3).
One or two other Jpn demos I can't name may also have AA, but I didn't really pay close attention to those.
Edit:
Extreme Escape Adventure: Good People Die is one of the demos I was thinking of - and it's AAed as well I believe.

Can post shots if you guys want to go analyzing more in depth.
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Old 28-Dec-2011, 11:45   #3061
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Would like to see a Dungeon Hunter screenshot. No reason for that to be sub-native given it runs on other handhelds and PS3's version was 720p, so I'm guessing we're looking at a simple (very simple!) port which may be common of a lot of early titles; at least those on UE, which DH is AFAIK.
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Old 28-Dec-2011, 21:34   #3062
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is VT4 port done by Digital Sumo? They normally do amazing ports beside the F1 vita games.

@Fafalada

Can you confirmed that most sub native res games without AA like Uncharted looks a lot better on the Vita screen and not a jaggy mess like screen shots?
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Old 29-Dec-2011, 10:41   #3063
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None of the games look like jaggy mess on actual hw.
If there's one thing I'd pick out with Uncharted about IQ - it would be like most PS3/360 games - shadow-aliasing, and that wouldn't improve even if you ran it at 1080P.

But the native games do stand out (especially the likes of VT) so I think over time sub-native will become a harder sell than it is on current consoles.

Btw Shifty - Dungeon Hunter blocks the screenshot function, so no luck there.
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Old 06-Jan-2012, 07:39   #3064
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What is the resolution and AA of Killer Freaks (WiiU) ?
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Old 13-Jan-2012, 16:57   #3065
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Zelda Tech demo (WiiU) is really 720p ?

http://forum.beyond3d.com/showpost.p...postcount=2592

Quaz51 say yes, but i'm in doubt about this.

Sorry for my english
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Old 14-Jan-2012, 04:09   #3066
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Demo comparison of final fantasy xiii-2
http://www.lensoftruth.com/head2head...-comparison/2/

I went over the first game and the particular character "sarah" just about ever time you see her, she isn't rendered in realtime. the only time you see her when she is, she's already turned to crystal.

I can say that there are about seven characters in the first game that don't have reatime renders.The scenes that show-

Serah, Dajh, Jihl Nabaat, Galenth Dysley, Yaag Rosch, Nora Estheim, and Amodar, All of these characters don't have realtime versions for the cut-scenes.

Got a chance to try out the demo, It's a step up from the first.
the maps are bigger, and the cinemas are realtime.

The hair looks a little diff probably because of the fact that it's not 1080p media anymore. most things tend to look crisper on the eyes when it's rendered compared to media.

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Old 14-Jan-2012, 05:03   #3067
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surprised the A2C hair doesn't look bad at all when the game is running. They added sun shaft/ god ray. Rest seems almost the same to move. Music is god aweful IMO.
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Old 14-Jan-2012, 05:38   #3068
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Made a comparison of hair for FFXIII demo, ffxiii final, and XIII-2.
http://imageshack.us/f/859/ffxiiivsffxiii2.png/

The lod models were indeed different from the old demo of ffxiii, the hair in the demo had lesser individual strands of hair.
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Old 14-Jan-2012, 21:52   #3069
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Quote:
Originally Posted by Gitaroo View Post
surprised the A2C hair doesn't look bad at all when the game is running. They added sun shaft/ god ray. Rest seems almost the same to move. Music is god aweful IMO.
It was always there, infact it was much more noticeable in FFXIII.
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Old 14-Jan-2012, 23:09   #3070
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really, havent play 13 for too long, cant quite remember.
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Old 14-Jan-2012, 23:45   #3071
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Yep it was there.
There was a particular scene during the sunset which demonstrated it quite intensively.
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Old 15-Jan-2012, 22:57   #3072
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Yes, the chapter on the beach.
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Old 03-Feb-2012, 05:31   #3073
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The Darkness 2 Demo anyone? This is the PS3 version, is it still sub HD like the first one?
http://img215.imageshack.us/img215/1...1270621417.jpg
http://img26.imageshack.us/img26/569...1270623507.jpg
http://img254.imageshack.us/img254/1...1270624387.jpg
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Old 03-Feb-2012, 05:32   #3074
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The Darkness 2 Demo anyone? This is the PS3 version, is it still sub HD like the first one?
http://img215.imageshack.us/img215/1...1270621417.jpg
http://img26.imageshack.us/img26/569...1270623507.jpg
http://img254.imageshack.us/img254/1...1270624387.jpg
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Old 03-Feb-2012, 05:58   #3075
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different developers d00d.
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