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Old 05-Aug-2010, 21:45   #1926
AlStrong
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It's 720p 4xAA, though the alpha buffer isn't AA'd, so you get incorrect results on edges when geometry overlaps such effects.
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Old 06-Aug-2010, 01:30   #1927
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wow, 4XMSAA, hope it runs smooth. The game has the same look as Totori no Atelier, which I think was suppose to be 4XMSAA. Seems like both games might be using phyre engine.
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Old 06-Aug-2010, 03:07   #1928
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Any idea if the game has a 1080p mode? Makes me wonder with the 4xAA in 720p.
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Old 06-Aug-2010, 05:18   #1929
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http://image1.play-asia.com/640/9u/pa.177117.7.jpg

back of the box of Totori no Atelier says 1080p support but dunno if it is native. Macross is jsut announced not long ago.
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Old 06-Aug-2010, 11:50   #1930
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New screens of Vanquish: http://www.neogaf.com/forum/showpost...&postcount=462 it's the same 1024x720p? To me seems full 720p+2xmsaa but I could easily wrong...

Last edited by assurdum; 06-Aug-2010 at 12:27.
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Old 06-Aug-2010, 11:57   #1931
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Do your thing Al !
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Old 06-Aug-2010, 12:41   #1932
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A couple of these shots seem to be 1280 720 2x. The compression and video conversion are kinda crap though; the 2xAA even gets corrupted. *shrug* Never a fan of non-demo pre-release PR shots anyway. The post-processing is pretty heavy too. In shot 5 there's evidence of 1:1 ratio for width on one edge and not so on another. Level of AA on these two edges differ... When the edges are not 1:1, it does appear to be 1024 width. *shrug*

Texture filtering looks pretty good.

Shadow quality varies though, which is peculiar. In the second shot of the post, you can see the "fake" penumbra to simulate the softness, but in the last shot, the quality is higher.
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Old 07-Aug-2010, 01:15   #1933
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Quote:
Originally Posted by AlStrong View Post
A couple of these shots seem to be 1280 720 2x. The compression and video conversion are kinda crap though; the 2xAA even gets corrupted. *shrug* Never a fan of non-demo pre-release PR shots anyway. The post-processing is pretty heavy too. In shot 5 there's evidence of 1:1 ratio for width on one edge and not so on another. Level of AA on these two edges differ... When the edges are not 1:1, it does appear to be 1024 width. *shrug*

Texture filtering looks pretty good.

Shadow quality varies though, which is peculiar. In the second shot of the post, you can see the "fake" penumbra to simulate the softness, but in the last shot, the quality is higher.
I just hope same resolution or dynamic on both

Last edited by AlStrong; 07-Aug-2010 at 03:15. Reason: some bits not appropriate for the thread
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Old 07-Aug-2010, 03:15   #1934
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I just hope same resolution or dynamic on both
It is certainly possible to render some geometry in the scene at a lower res. Hard to say if that's what's going on here though.
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Old 07-Aug-2010, 10:12   #1935
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Originally Posted by AlStrong View Post
Shadow quality varies though, which is peculiar. In the second shot of the post, you can see the "fake" penumbra to simulate the softness, but in the last shot, the quality is higher.
the lack of pcf filtering could you say with some degree that the first 4 images are probably from the 360 version? how "free" is it for the rsx to do pcf?
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Old 07-Aug-2010, 19:43   #1936
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the lack of pcf filtering could you say with some degree that the first 4 images are probably from the 360 version?
Can't say. It could even just be the angle of the shadow-casting light being different in the last shot.

Quote:
how "free" is it for the rsx to do pcf?
There's hardware dedicated to it, so it can be performed in a single fetch IIRC. On 360, it requires four fetches to perform the same level of PCF. Though on 360, you can amortize the cost by doing other ALU tasks.
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Old 10-Aug-2010, 16:14   #1937
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Has anyone done a pixel count for the 360 demo of Mafia 2? Its seriously dissapointing, when switching between the PC version at 720p and the 360 demo the loss in clarity is stark so I suspect its probably rendering at below 720p, either that or piling on the blur filter but I doubt it.The framerate is very low on the whole and there's lots of tearing often right in the middle of the screen to boot. On the brighter side the PC version runs fantastically (despite no MSAA support) and I've heard some good reports about the PS3 demo, though I can't check it myself.

Mod Edit : Removed subjective opinion of appearance
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Old 10-Aug-2010, 16:56   #1938
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Originally Posted by brain_stew View Post
Has anyone done a pixel count for the 360 demo of Mafia 2? Its seriously dissapointing, when switching between the PC version at 720p and the 360 demo the loss in clarity is stark so I suspect its probably rendering at below 720p, either that or piling on the blur filter but I doubt it.The framerate is very low on the whole and there's lots of tearing often right in the middle of the screen to boot. On the brighter side the PC version runs fantastically (despite no MSAA support) and I've heard some good reports about the PS3 demo, though I can't check it myself.

The SSAO in the 360 is very low quality, really pixelated and it creates a lot of unsightly artefacts, I'd rather they switch it off tbh as it does more harm than good. SSAO in the PC version on the other hand is really nice quality and low cost.
http://forum.beyond3d.com/showpost.p...postcount=1883

Edit: PS3 don't have MLAA, it has no aa at all...
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Old 10-Aug-2010, 17:58   #1939
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So blur filter + borked 2xMSAA for PC and 360 and no MSAA nor blur filter for PS3?

Mod Edit : Removed PC talk

Last edited by Neb; 10-Aug-2010 at 18:54.
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Old 10-Aug-2010, 18:46   #1940
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So blur filter + borked 2xMSAA for PC and 360 and no MSAA nor blur filter for PS3?
At least in those shoddy uber compressed and poor-captures. I'm waiting for something more reliable.

I'll see if I can get time to check out the console demos tonight.
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Old 10-Aug-2010, 18:58   #1941
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Quote:
Originally Posted by AlStrong View Post
At least in those shoddy uber compressed and poor-captures. I'm waiting for something more reliable.

I'll see if I can get time to check out the console demos tonight.
If you got time it would be interesting to know what they call 'AA' in menu option.

These screenshots I took should be good for PC version. They are JPEGs but of quite good quality.

http://forum.beyond3d.com/showpost.p...postcount=1541
http://forum.beyond3d.com/showpost.p...postcount=1541
http://forum.beyond3d.com/showpost.p...postcount=1536
http://forum.beyond3d.com/showpost.p...postcount=1537

Also I saw that an archive unpacker is in the work for modding! :grin2:

Last edited by Neb; 11-Aug-2010 at 22:07.
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Old 10-Aug-2010, 23:58   #1942
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Quote:
Originally Posted by Nebula View Post
If you got time it would be interesting to know what they call 'AA' in menu option.

These screenshots I took should be good for PC version. They are JPEGs but of quite good quality.

http://forum.beyond3d.com/showpost.p...postcount=1536
http://forum.beyond3d.com/showpost.p...postcount=1537
As far as I can tell, it looks like 2xAA and an edge blur filter applied on top. Same on 360. On PS3, they skip both of those entirely, so it can look sharper. Reports of MLAA are... wishful thinking. The aliasing isn't that hard to see.


On all platforms, it looks like they render other parts of the scene at lower res hence the big issues with edge aliasing/blur and the general blur in the distance outside. Very heavy LOD. Cascaded shadows w/ jittered samples for the penumbra it seems. PCF on PS3.

The pixel speckling in the foliage and some geometry is bizarre. Just had a camera view with the ground foliage taking up the entire screen and the speckles are all over; mayhaps a problem with the depth buffer precision or format... and whatever it is they're doing with edge detection (?). The noise doesn't seem noticeable much on 360.

May have updated/corrected impressions later. Only had about 3 min to check each demo by the time I finished d/l.
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Old 11-Aug-2010, 06:55   #1943
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Mafia II 360/PS3/PC graphics comparisons
http://www.neogaf.com/forum/showpost...17&postcount=1

Comparison video
http://www.youtube.com/watch?v=qzkIhgp27r8
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Old 11-Aug-2010, 14:50   #1945
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Quote:
Originally Posted by nightshade View Post
Outside of the missing foliage it doesn't looks to be all that different, still think they could've done a better job instead of straight out eliminating the grass but well there's only so much you can expect from a relatively smaller studio, the blur is really odd though.

Anyways lack of PCF in 360/PC ver make the shadows on characters/shrubs look quite messy.


Indeed
Mod Edit : Why developers make the choices they do belongs in the game tech thread, not IQ analaysis.

Another thing: it's possible the 360 version run at slightly inferior resolution (not so much)? In the distance, some objects appears strangely more blurried & jaggies...looked the cable or the lamp compared to the ps3 version:
http://i33.tinypic.com/nzm5gx.png
http://i38.tinypic.com/2na5v0p.png

Last edited by AlStrong; 11-Aug-2010 at 15:51. Reason: don't need 2MB per image loading...
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Old 11-Aug-2010, 15:48   #1946
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Originally Posted by nightshade View Post
Anyways lack of PCF in 360/PC ver make the shadows on characters/shrubs look quite messy.
It's likely PCF with jittered samples i.e. a design choice to hide the jaggedness of the low res shadowmaps at the expense of looking dithered. I've actually found that the cascade transitions are less noticeable with the jitter than without.

Though inside buildings or in cut-scenes where you can get some extreme angles, it's not the greatest thing to look at.
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Old 11-Aug-2010, 15:56   #1947
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Toy Story 3 (the game) has some very nice shadows with an interesting trick, see the presentation thread and the latest post from AlStrong there. Their AO is quite good too, wouldn't have expected that from such a game.
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Old 11-Aug-2010, 16:08   #1948
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Quote:
Originally Posted by assurdum View Post
Another thing: it's possible the 360 version run at slightly inferior resolution (not so much)?
Same native res.

Quote:
In the distance, some objects appears strangely more blurried & jaggies...looked the cable or the lamp compared to the ps3 version:
http://i33.tinypic.com/nzm5gx.png
http://i38.tinypic.com/2na5v0p.png
Not sure what you mean by more jaggies. They're roughly the same barring the blur post-process. The cables can actually look a lot worse without the MSAA, though it's not that much prettier with 2x (in the distance).

PS3: http://img8.abload.de/img/zmo9kn6xnr.png
360: http://img8.abload.de/img/2pzbnd0xzbv.png


As for the foliage, it looks like they're using different blend parameters. In motion, the "sharper" trees on PS3 looks like a shimmery mess with all the noise.

edit: Thanks Deap!

Edit2: looking at a few more shots, it seems there is a slight edge blur on PS3. Peculiar. In one of the shots it's affecting the player.
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Old 11-Aug-2010, 16:15   #1949
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Quote:
Originally Posted by Laa-Yosh View Post
Toy Story 3 (the game) has some very nice shadows with an interesting trick, see the presentation thread and the latest post from AlStrong there. Their AO is quite good too, wouldn't have expected that from such a game.
Indeed! Though I was hoping the video would show the artifacting they mention later on as the actual video and the screenshots at the beginning of the presentation don't really exhibit it...
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Old 11-Aug-2010, 16:38   #1950
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Quote:
Originally Posted by AlStrong View Post
Same native res.



Not sure what you mean by more jaggies. They're roughly the same barring the blur post-process. The cables can actually look a lot worse without the MSAA, though it's not that much prettier with 2x.

PS3: http://img8.abload.de/img/zmo9kn6xnr.png
360: http://img8.abload.de/img/2pzbnd0xzbv.png

As for the foliage, it looks like they're using different blend parameters. In motion, the "sharper" trees on PS3 looks like a shimmery mess with all the noise.
The lines in the cable on the 360 seem more 'large' & raw (similar to RDR ps3 vs 360). And in the long distance appears slighltly more blurried the picture on 360.

Mod Edit : Removed subjective opinion of appearance
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