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#1 | |
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Member
Join Date: May 2007
Posts: 655
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For those who are not aware the in game AA for Shift 2 PC still leaves jaggies. Here is what was said about the built in AA for the game:
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Does this make sense to anyone? This is a DX9 only game. When you use MLAA from AMD the IQ is improved. So I really don't understand this. Last edited by ECH; 26-Apr-2011 at 16:10. |
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#2 |
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Oz Yak
Join Date: Feb 2002
Location: US of A
Posts: 2,515
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Wouldn't that just mean that AMD's MLAA algorithm is better?
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Is EA still bleeding cash like an executive doing an ED-209 demonstration.... - Grall |
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#3 |
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Member
Join Date: Jul 2005
Posts: 683
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NFS: SHIFT 2 on PC is horrible. Straight port of the Xbox 360 version. Textures are low-res (lower thant Shift 1). AA totally sucks (only the Car seems to be AA'd even on High the rest of the scenery is a jaggy mess). Their DOF implementation is a joke too. Replay cams are a joke too (jerky as hell). Poly-count on the cars is abysall compared to Criterion's NFS: Hot Pursuit.
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#4 |
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Member
Join Date: May 2007
Posts: 655
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And what is DX9 full deferred HDR range anyway?
Last edited by ECH; 08-Apr-2011 at 19:41. |
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#5 |
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penguins
Join Date: Feb 2004
Posts: 13,978
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post-processing post-resolve?
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#6 | |
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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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#7 | |
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Member
Join Date: May 2007
Posts: 655
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Quote:
It is claimed that they are creating a more efficient form of MLAA with Intels help. He claims that it should reduce the performance hit. Is that even possible? source |
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#8 |
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Member
Join Date: May 2007
Posts: 655
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nevermind
Last edited by ECH; 18-Apr-2011 at 20:17. |
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#9 | |
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penguins
Join Date: Feb 2004
Posts: 13,978
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Quote:
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#10 |
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Member
Join Date: May 2007
Posts: 655
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One user suggests that the game on the PC is using an hle emulator. The developer's reply is here
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#11 | |
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Senior Member
Join Date: Feb 2004
Posts: 2,445
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Quote:
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#12 |
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Darlek ******
Join Date: Jun 2004
Posts: 9,497
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I think he really means the code was written for the xbox and zero optimisation was done for the pc version, he just worded it badly.
ps: amd's surface format optimisation doesnt work with this game
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Guardian of the Most holy Two Terabytes of Gaming Goodness™ |
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#13 |
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Member
Join Date: May 2007
Posts: 655
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#14 |
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Junior Member
Join Date: Jul 2003
Location: Finland
Posts: 592
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How is this game compared to Shift 1? I rather liked that one.
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#15 |
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Member
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it feels like a more polished Shift 1, its like the leap from GT1 to GT2 if that helps
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#16 |
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Member
Join Date: May 2007
Posts: 655
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There are some bugs that need to be fix that hinders a good comparison (like dark cockpits for some). Currently, AMD users have to disable surface format optimization to reduce some of the dark cockpit view, etc (lets see if the patch addresses this). Also the handling has to be fixed. But from the looks of it so far some are saying that Shift 1 offered better graphics (although slightly better) then Shift 2. Here is what one person posted.
Comparisons Post 1 Shift 1 Shift 2 Shift 1 Shift 2 Post 2 Last edited by ECH; 22-Apr-2011 at 16:04. |
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#17 | |
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Member
Join Date: May 2007
Posts: 655
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Quote:
AMD and Nvidia have the new builds for driver optimizations. None SLI users will see 5% increase in performance while AMD users will see nearly 10% increase in performance with the patch (I don't think it implies optimizations from the newer drivers). What I found interesting is that this game doesn't allow using Surface Format Optimizations (FP10/11) which is the result of dark cockpit view, etc. Yet the same thing is happening with nvidia users. Are they simply using FP16 or is there more to it? I recall this discussion before (from post 86 to post 89). |
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#18 | ||
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penguins
Join Date: Feb 2004
Posts: 13,978
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hm...
Quote:
Quote:
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#19 |
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Member
Join Date: May 2007
Posts: 655
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Does this make any sense to anyone?
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#20 |
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penguins
Join Date: Feb 2004
Posts: 13,978
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I believe he means the two-geometry pass approach for LPP.
First Pass: Normals + Depth buffers Second Pass: store light properties in a light buffer (sounds like they use an FP16 RT) Third Pass: Normals + depth again + fetch light buffer, apply different materials per surface. Sounds like they don't do MSAA'd lighting hence the reason there is still aliasing on PC.
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#21 |
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Member
Join Date: May 2007
Posts: 655
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Last edited by ECH; 09-Jun-2011 at 00:09. |
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#22 | |
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hardly a Senior Member
Join Date: Jul 2008
Location: still camping with a mauler
Posts: 3,637
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Thanks, now I know that I will never ever ever ever ever buy this game.
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#23 |
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Member
Join Date: May 2007
Posts: 655
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