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Old 20-Jul-2010, 10:14   #1876
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Is it AA or just the blurring effect the PC and 360 versions seem to have that is missing on PS3?

It's definitely more jagged looking but sharper in the distance.
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Old 20-Jul-2010, 11:25   #1877
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Quote:
Originally Posted by Trejser View Post
Mafia 2 (PS3, X360, PC) http://www.pcgames.de/Mafia-2-PC-530...nhoehe-764628/

MSAAx2 on 360? No aa on PS3?
That doesn't look like MSAA, the framebuffer looks upscaled from a lower res than 720p.
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Old 20-Jul-2010, 14:41   #1878
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We need some pro pixel counters

BTW: PS3 version don't have SSAO, 360 version lacks PCF filtering on the shadows.
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Old 20-Jul-2010, 15:23   #1879
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If you look at the area directly to the right of the Xbox logo:
http://www.pcgames.de/Mafia-2-PC-530...1853/?fullsize

It seems that some of the beams by the doors are rendered at only half the horizontal resolution (one step per two pixels) while others seem to be 1:1.
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Old 20-Jul-2010, 18:14   #1880
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Foliage in PC & 360 ver looks blurred.
infact the whole scene looks kinda blurred compared to the PS3 ver like notice the handing wires, railings, supporting legs of water tank ...I'm gonna assume that its simply a blur filter.

360 ver definitely looks to lack PCF.

P.S.[Cant see SSAO in any shots]
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Old 20-Jul-2010, 18:20   #1881
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Quote:
Originally Posted by nightshade View Post
Foliage in PC & 360 ver looks blurred (infact the whole scene looks kinda blurred) compared to the PS3 ver.
form me it looks like ps3 ver is blurred(a lot).
It might be quincunx antialiasing or subhd resolution

Xbox 360
http://www.cynamite.de/Mafia-2-Xbox3...1879/?fullsize

PS3
http://www.cynamite.de/Mafia-2-Xbox3...1910/?fullsize
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Old 20-Jul-2010, 18:29   #1882
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Edge smoothing seems to be identical in my view, can't be QAA.
Seems to be a case of slightly different color palate, the only noticeable blurring I saw in those shots were the foliage in 360 ver.

And yea, I can see SSAO in the 360 ver now.
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Old 20-Jul-2010, 21:51   #1883
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All three are using a full screen blur post-process. The trees are using A2C. 360 seems to have 2xAA enabled, but it's rather borked just like on PC. And yes, they're all 720p.

Shadows are using a rotated or jittered sample filter on 360.
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Old 21-Jul-2010, 02:13   #1884
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And their seems to be some weird geometry difference going on with the front of the car as far as I can tell.
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Old 21-Jul-2010, 03:35   #1885
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Quote:
And their seems to be some weird geometry difference going on with the front of the car as far as I can tell.
I saw that too but I think its just damage.
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Old 21-Jul-2010, 11:20   #1886
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So what's up with this? The PS3 screenshot shows something similar.

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Old 21-Jul-2010, 11:34   #1887
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Why the ps3 version it's more blurried?
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Old 21-Jul-2010, 12:30   #1888
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Quote:
Originally Posted by AlStrong View Post
All three are using a full screen blur post-process.
But then why is it that the foliage in PS3 ver. seems to be sharper ?
And have a look here...the marked area is blurred in 360/PC but not in PS3 shot.
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Old 21-Jul-2010, 12:46   #1889
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Looks like sone DoF effect.
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Old 21-Jul-2010, 14:24   #1890
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Quote:
Originally Posted by liolio View Post
Looks like sone DoF effect.
Notice foliage/tree right beside the car as well.
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Old 21-Jul-2010, 14:47   #1891
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Quote:
Originally Posted by nightshade View Post
Notice foliage/tree right beside the car as well.
No, but now I do

Strange.
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Old 21-Jul-2010, 15:21   #1892
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A2C is supposed to provide additional "blend" shades.

The circled structure is suffering from sub-pixel issues on PS3.

Quote:
Originally Posted by ct03 View Post
So what's up with this? The PS3 screenshot shows something similar.
Parts of the scene can be rendered at lower resolution. But I think it could be a capturing issue. I've seen the problem in certain crappier Forza 3 shots (curiously, also red colour. Maybe analog issue with colour space conversion?). Hate it when we get such overcompressed things such as these. Heck, even in the same shot you can see the proper 1:1 width ratio and 2xMSAA on the edge of the brown door.
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Old 21-Jul-2010, 23:12   #1893
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Quote:
Originally Posted by AlStrong View Post
All three are using a full screen blur post-process. The trees are using A2C. 360 seems to have 2xAA enabled, but it's rather borked just like on PC. And yes, they're all 720p.

Shadows are using a rotated or jittered sample filter on 360.
You better be able to turn off that stupid blur filter in the PC version!
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Old 22-Jul-2010, 08:49   #1894
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alstrong how do you always nail everything right off the bat :P

ya after looking at the foliage it does look like results of A2C + Edge Blur
would explain why there are artifacts(interior 1x1 pixel dots) yet edges seem well blended.

i remember remedy tried doing something like this with their foliage, take A2C then do some type of processing to make a look of alpha blend without the performance hit. I actually think it looks pretty good better than alpha test on ps3.
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Old 22-Jul-2010, 10:06   #1895
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Quote:
Originally Posted by Kasersky View Post
i remember remedy tried doing something like this with their foliage, take A2C then do some type of processing to make a look of alpha blend without the performance hit. I actually think it looks pretty good better than alpha test on ps3.
Remedy simply used 4*MSAA to mask the artifacts, that coupled up with low contrast & blur made it shimmer a lot less.
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Old 29-Jul-2010, 05:15   #1896
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hmmmm,

there seems to be no AA found throughout the 2010 castlevaina lords of shadow trailer, but this shot appears to have some AA.
http://www.gamersyde.com/pop_images_...w-13087-7.html
http://img529.imageshack.us/img529/7...nialordsof.png


trailer
http://www.gamersyde.com/news_e3_cas...r-9563_en.html

so does the AA toggle on and off in this game or are we looking at two versions here?

or is it just a bullshot?

also, Any word on the rez and AA specs of this medal of honor console beta?
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Old 29-Jul-2010, 05:52   #1897
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The analog capture + compression mess around with things, but it looks like 2xAA in that shot, possibly only cut-scenes, but we'll just have to wait as always.

Word on MoH beta was covered in one of the DF blog posts, though I believe it was for the PS3.
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Old 29-Jul-2010, 07:37   #1898
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Quote:
Originally Posted by AlStrong View Post
The analog capture + compression mess around with things, but it looks like 2xAA in that shot, possibly only cut-scenes, but we'll just have to wait as always.

Word on MoH beta was covered in one of the DF blog posts, though I believe it was for the PS3.
Alright then, thanks for the info.


All of the footage of this new trailer exhibits no AA in every scene (whether in game or not.) as my memory best serve me, the game is ps3 lead, so it's likely that all of the footage shown would no doubt be ps3 content. (as far as the 2010 trailer is concerned.)

The shots seem like a different story, 98 percent of them have no AA and only two percent seem to have 2x.

The 2010 castlevania trailer vs the 09 one the differences were somewhat noticeable, as far as AA was concerned the 09 trailer had a ridiculous amount. so i think it's possible that the first stuff of the game was like halo: reach. (yet to be ported content.)

09 Trailer. http://www.gamersyde.com/news_tgs09_...r-8558_en.html

also taking into consideration that the first batch of lords of shadow shots were all a 16:10 ratio with dubious amounts of aa. http://www.gamersyde.com/news_lords_...s-9023_en.html

Anyways, whether or not how it started, the differences from what Ive gathered from 09's content to now recently is pretty interesting, it looks to have gotten a bump in shader quality.
http://img809.imageshack.us/img809/9608/oldvsnew.png

(btw to all, to clarify on the technical side of things, on as far as resolution and performance for lords of shadow is concerned, the game is 720p 30 fps for both consoles.)
http://galaxynextdoor.com/post/80273...20p-and-30-fps
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Old 29-Jul-2010, 23:48   #1899
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any update for PS3 version of Kane and lynch 2?

http://www.pcgames.de/screenshots/or...kane_vgl_1.jpg
http://www.pcgames.de/screenshots/or...kane_vgl_2.jpg
http://www.pcgames.de/screenshots/or...kane_vgl_3.jpg
http://www.pcgames.de/screenshots/or...kane_vgl_4.jpg

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Old 30-Jul-2010, 00:30   #1900
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Your links don't work but after finding the shots, the PS3 version is definitely missing SSAO. Judging by eye, I'd say the framebuffer used is pretty similar to the 576p +2xmsaa featured in the 360 version.
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