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#701 |
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penguins
Join Date: Feb 2004
Posts: 13,978
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Geras 2 does have SSAO for characters on the environment, but it's not very noticeable most of the time. Self-SSAO would be pretty hard to see given the colour palette though.
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#702 |
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Mord's imaginary friend
Join Date: Jan 2004
Location: PT, EU
Posts: 3,506
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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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#703 |
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Senior Member
Join Date: Feb 2007
Posts: 1,159
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The complete lack of any form of aliasing whatsoever makes that claim a bit suspect...
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#704 |
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Member
Join Date: Dec 2006
Location: France
Posts: 671
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#705 |
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Member
Join Date: Nov 2007
Location: San Francisco, CA
Posts: 201
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Personally, I'm not especially impressed by the lighting technology of Rage. Pre-baked lightmaps with drop shadows done per-character (and the character shadows don't even realistically intersect with the precomputed environment shadows). No SSAO or motion-blur (per-object or camera-based).
But if the game does manage to achieve the purported 60 fps on the current-generation consoles, then it would still be a commendable technical achievement. The megatexture technique seems to allow for some beautiful outdoor vistas from a distance view, however. |
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#706 |
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Grumpy Mod
Join Date: Dec 2004
Location: In a pretty pink padded cell
Posts: 26,059
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Please remember this is the IQ thread, not the RAGE discussion thread. Thanks.
And looking at those screens, we can't tell squat about IQ as they're promo shots.
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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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#707 |
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penguins
Join Date: Feb 2004
Posts: 13,978
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They're the same ones from the Game Informer magazine, probably the source material (not scans).
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#708 |
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penguins
Join Date: Feb 2004
Posts: 13,978
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http://www.gamersyde.com/news_meet_t...2-8362_en.html
1024x576....... Also quite a lot of post-processing. Some pretty high quality character assets on the other hand..
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#709 | |
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Naughty Boy!
Join Date: Mar 2009
Location: Liverpool
Posts: 2,980
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Quote:
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wookies love cookies ! |
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#710 |
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penguins
Join Date: Feb 2004
Posts: 13,978
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Btw, this isn't the thread for such... discussion. Just a friendly reminder about post 1 (rules) and that this is indeed the Tech Forum.
At first I thought it was some sort of post-processing issue for background objects as the characters *appear* fine for 720p; the emissive lighting on those structures in the fourth shot gave away the vertical resolution. I suppose the high poly-count and muted colour palette surrounding them helped mask what I was eventually able to determine. It was actually a particular edge on one of the characters giving away 1024 horizontal res. So that's theoretically a 36% drop in pixel shading and fillrate load.
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#711 |
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Member
Join Date: Nov 2008
Posts: 659
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So it's pretty much confirmed then that 1024x576 is the final res? Can't say I blame them though considering how the first one ran.
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#712 |
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Member
Join Date: Jun 2006
Posts: 556
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#713 |
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penguins
Join Date: Feb 2004
Posts: 13,978
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Just for those screenshots, but it makes you wonder why they'd release it as such if it weren't final. They're definitely not bullshotting anyone.
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#714 |
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penguins
Join Date: Feb 2004
Posts: 13,978
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gah, made a mistake.
False alarm.
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#715 |
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Now Officially a Top 10 Poster
Join Date: May 2006
Location: Maastricht, The Netherlands
Posts: 12,901
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#716 |
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penguins
Join Date: Feb 2004
Posts: 13,978
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did a 4/5 instead of a 5/4 multiplication.
(Thanks Mazinger) I blame Friday morning.
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#717 |
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Regular
Join Date: Mar 2007
Posts: 8,988
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Are you sure about that res? Did they upscale the shots they provided to Gamersyde then?
And if that's 1024x576, that's the best 1024x576 I've ever seen. Actually looks better than many 1080p shots I've seen. Well, until I got to the 3rd shot with the high contrast aliasing (/sigh). Regards, SB |
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#718 |
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penguins
Join Date: Feb 2004
Posts: 13,978
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Apparently downscaled from 1600x900. Yeah. haha would explain the high quality crispness of the characters.
edit: Even had the blown up pixels and steps labeled correctly 20 steps, 16 pixels. Brain not functioning.
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#719 |
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Junior Member
Join Date: Nov 2008
Posts: 19
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any word on the Lost Planet 2 demo Xbox 360 demo?
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#720 |
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Senior Member
Join Date: May 2008
Posts: 4,938
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These may be Bayonetta on PS3 screenshots (but I somewhat suspect they're not):
http://ps3media.ign.com/ps3/image/ar...2105621262.jpg From here: http://media.ps3.ign.com/media/142/14253676/imgs_1.html Any res change from what we'd seen before? All my untrained eyes see are jaggies. |
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#721 |
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Member
Join Date: Jun 2008
Posts: 534
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They're not from the PS3 build, and look at the date. The PS3 game hasn't been shown in public... yet.
IIRC, it's 720p with no AA on the 360. |
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#722 |
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penguins
Join Date: Feb 2004
Posts: 13,978
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From what I could see... it's not any different than previous games from the team. 720p and dynamic MSAA.
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#723 |
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Senior Member
Join Date: Nov 2007
Posts: 1,386
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hopefully PS3 version will atleast lock at 2X MSAA, not QAA and no more 5 gigs install capcom. Btw, anyone check dirt? Seems like it could be QAA.....
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#724 |
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Member
Join Date: Mar 2007
Location: Nebraska
Posts: 451
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This was probably touched on before, but I couldn't find it- why is QAA more reasonable on the PS3? Is it cheaper? I suppose if it cuts back on memory\bandwidth it's an obvious choice. I've heard people state that it -isn't- though.
ergo my confusion. If so, why doesn't the 360 also use it? (I know the Edram benefits.. but if the goal is to simply conserve memory\bandwidth.. Wouldn't it work on both all the same?) |
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#725 | |
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Regular
Join Date: Mar 2007
Posts: 8,988
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Quote:
ATI does have the wide and narrow tent filters, but those were introduced after Xenos. And don't exactly serve the same purpose as QAA. Regards, SB |
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