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#1901 |
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Member
Join Date: Nov 2006
Posts: 100
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does anyone know what resolution NFL Madden 11's demo is running at.....it is suppose to be a 720p game, but man it just doesn't look like it during game play...or when you do a user-replay from the menu.
it is obvious they add alot of effects during the cut-scenes...but like I said, during gameplay up close or user replay....it looks really bad texture wise..everything looks stretched out and bland. edit- this is from gamespot.com...I think it is a direct feed shot 1,280px × 720px , but I don't know if it is a replay with added effects.. http://image.gamespotcdn.net/gamespo..._screen015.jpg Last edited by Afrikan; 30-Jul-2010 at 05:45. |
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#1902 |
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Member
Join Date: Nov 2006
Posts: 100
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I have the PS3 demo for Madden....so I just took an off screen picture of the lettering on Mark Sanchez's jersey to compare it to one from the 360 version...
360 demo version someone uploaded http://i122.photobucket.com/albums/o...0-26-38-90.jpg PS3 demo version http://i31.tinypic.com/1yfzc.jpg a closer look to the letter Z http://i30.tinypic.com/s58w1k.jpg there is an obvious difference.... but all you can get from these shots are AA info, right? |
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#1903 |
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rwaaaraararagh
Join Date: Feb 2004
Location: beaver
Posts: 14,057
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I wouldn't worry about the text as an indicator. They can be subject to texture resolution, which isn't the same as the framebuffer resolution (i.e. geometry).
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#1904 | |
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Junior Member
Join Date: Feb 2010
Location: Australia
Posts: 89
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#1905 |
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Member
Join Date: Sep 2009
Posts: 302
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AA is commonly associated with polygon edges, the Z is a texture. to smooth something like that you need to increase the detail of the texture and because the ps3 is notorious for having a smaller texture budget this sorta thing is quite common. however thought texture filtering you can make even low quality textures appear smoother.
LOD, and probably AA. |
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#1906 | |
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Senior Member
Join Date: Oct 2008
Posts: 1,567
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#1907 |
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Junior Member
Join Date: May 2010
Posts: 27
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Naruto Shippuden: Ultimate Ninja Storm 2 Demo Compression 360 vs PS3 :
http://blog.livedoor.jp/ps360/archives/51590860.html First screen from 360 version, second - PS3 |
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#1908 |
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Junior Member
Join Date: Nov 2008
Posts: 70
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In multi-platform titles the PS3 is known to have worse texture quality in some cases due to less usable ram and probably things like 3dc compression. I'm not sure what's wrong with his statement.
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#1909 | |
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Junior Member
Join Date: Feb 2010
Posts: 35
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Quote:
There is some cases where the PS3 have better texture than the 360 version so we can all say that "the 360 is notorious for having a smaller texture budget" ? BTW, Res for Naruto UNS 2? 360 http://livedoor.2.blogimg.jp/ps360/i...7/e759009a.png PS3 http://livedoor.2.blogimg.jp/ps360/i...7/8724fb83.png It seem subHD on 360, some blur in the image and more aliasing. Last edited by Yashamaru; 02-Aug-2010 at 18:32. |
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#1910 |
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Junior Member
Join Date: Nov 2008
Posts: 70
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In multiplatform titles through the years, the 360 has had a texture advantage far more that the PS3 has. It has nothing to do with which one is capable of better textures. He acted like it was some kind of crazy statement when it has been quite common. Look at the DF comparisons and you will see this quite often. It's clearly not the case when comparing the best on PS3 vs. the best on the 360, but he was referring to mulitplatform titles which make up the bulk of games on both platforms.
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#1911 |
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uber-Troll!
Join Date: Dec 2004
Location: Under my bridge
Posts: 26,477
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Yes, we know PS3 has a texture disadvantage because it has to do all framebuffer operations in RAM whereas XB360 has RAM, and the OS has a bigger footprint; not just the 32+8 or whatever it is XDR+DDR reserved OS RAM, but also the libraries that consume many megabytes to achieve very little, like the heavy cost of including the friends list and stuff. Back when we were looknig at RAM use, there was a list that showed it was very easy to lose another 50+ MB including voice chat, party ops, standard keyboard interface, etc.
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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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#1912 |
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Member
Join Date: Sep 2009
Location: New Zealand
Posts: 682
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MazingerDUDE seems to have his own res analysis thread at neogaf. What became so offensive about this place
http://www.neogaf.com/forum/showthread.php?t=402886 Includes resolutions of Naruto, K&L PS3, and Vanquish.. |
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#1913 | |
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Naughty Boy!
Join Date: Mar 2009
Location: Liverpool
Posts: 2,980
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Quote:
And yea he gets a LOT more hate there, too many clueless people backlashing him stating a reason such as "I don't play while zooming in 600%" or the ever-present "console peasants" I hope he returns here
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wookies love cookies ! Last edited by nightshade; 03-Aug-2010 at 12:11. |
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#1914 | |
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Member
Join Date: Jun 2008
Posts: 773
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#1915 |
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Naughty Boy!
Join Date: Mar 2009
Location: Liverpool
Posts: 2,980
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Well I was under the impression that its the 360 ver which ran at 1024*576 with 2*MSAA (after reading the digitalfoundry analysis). So I automatically considered the new reso ie. 600P to be the PS3 code's reso
http://www.eurogamer.net/articles/di...-demo-analysis
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wookies love cookies ! |
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#1916 | |
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Member
Join Date: Jun 2008
Posts: 773
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#1917 |
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Member
Join Date: Sep 2009
Location: New Zealand
Posts: 682
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I'm sure the DF analysis was based on actual images that were counted, and it did say it was 1024x576 "or something very close". With all the crazy filters the game has the exact res is probably very awkward to determine, both seem plausible.
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#1918 |
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rwaaaraararagh
Join Date: Feb 2004
Location: beaver
Posts: 14,057
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You'd need to check at least 30 pixels to definitively tell 4/5 and 5/6 ratios apart.
It was a pretty quick check, and I didn't want to spend more than 5 seconds on it. The difference between "600" and "576" vertical res is one step (25 vs 24 out of 30 pixels).
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#1919 | |
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Senior Member
Join Date: Oct 2008
Posts: 1,567
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Quote:
Last edited by assurdum; 03-Aug-2010 at 15:35. |
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#1920 | |
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Senior Member
Join Date: Mar 2003
Posts: 2,457
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1280 x 640 seems like an odd resolution to pick for performance reasons. If you need to fit an additional back buffer sized render target in video ram it makes more sense.
Quote:
Hooray for parity. |
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#1921 | |
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Member
Join Date: Jan 2010
Location: Europa?
Posts: 278
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Quote:
Also Vanquish is confirmed by someone who's working on P* games on gaf that the game is running at 30fps with (object?) motion blur. Last edited by Kameradschaft; 04-Aug-2010 at 13:23. |
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#1922 | |
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Senior Member
Join Date: Oct 2008
Posts: 1,567
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#1923 | |
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Member
Join Date: Jan 2010
Location: Europa?
Posts: 278
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#1924 | |
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Senior Member
Join Date: Oct 2008
Posts: 1,567
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Quote:
Last edited by assurdum; 05-Aug-2010 at 12:19. |
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#1925 |
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Senior Member
Join Date: Nov 2007
Posts: 1,458
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