Image Quality and Framebuffer Speculations for WIP/alpha/beta/E3 games *Read the first post*

Yea I thought of that,remember you said something along those lines in one thread:smile:
Al,do you think,based on what we seen,if Crytek dropped the ball with Crysis 2 after what they "promised"?What I ask is...do you think this slightly lower resolution "fiasco" could scare away developers who intended to license it?Or their real time everything with all major graphical features will be seen as good thing despite lower resolution?

Well, the resolution isn't that much lower. Besides, I'm pretty sure there are a few UE3 sub HD games as well (not to mention the rather obvious differences between different platforms) Being below 720p also hasn't stopped both the press and gamers alike to gush about the visuals of MGS4 or Call of Duty. Quite frankly, most people don't really care (thank god), and my guess is developers most likely aren't all that suprised about the compromises Crytek had to make in order to get all that trickery to run acceptably on rather ancient hardware in the first place. A future-proof cross platform engine that also makes iteration fast and easy is a rather tasty proposition.
 
MK vs. DC is probably the only sub-hd UE3 game. It's also the only 60fps UE3 game on consoles, engine was heavily modified in this title (+ it's only PS3 UE3 game with hardware AA, QAA). I don't like many things about UE3 games but 99% of them are 720p on both consoles :)
 
Bioshock 1 was 640p on PS3.

But that's about it, I don't think there are other UE3 games except from these three that run below 720p.
 
Yeah, from what I recall of the discussion, Bioshock isn't actually UE3. I can't remember how to describe it other than 2.5.
It's like 2 with some stuff from 3 shoehorned in, kind of?
 
More like 2.5 or so, whatever Epic's last release of UE2, and a lot of Irrational's own custom development on top of that.
 
opening scene is pre recorded video, Borderland doesn't have SSAO on PS3 and bloom, but has higher res texture I think. Another UE3 game I remember that have SSAO on PS3 is that punisher game on PSN. Dev really having a hard time getting SSAO on ps3 or what, Uncharted 2 has some of the best looking AO and it cost them 1 ms on 6 spu. Doesn't sound too expensive. Even GG can't do it in KZ3, they only show up on pre recorded video.
 
opening scene is pre recorded video, Borderland doesn't have SSAO on PS3 and bloom, but has higher res texture I think. Another UE3 game I remember that have SSAO on PS3 is that punisher game on PSN. Dev really having a hard time getting SSAO on ps3 or what, Uncharted 2 has some of the best looking AO and it cost them 1 ms on 6 spu. Doesn't sound too expensive. Even GG can't do it in KZ3, they only show up on pre recorded video.

I thought I seen it in KZ3 but its probably just light fall off

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I think they are all pre baked, easy way to spot is watch a cut scene then look at the same area in gameplay you will notice all the ao shadow are missing. They are very easy to spot in cut scene especially the bright snow level.
 
Just played the second Crysis MP demo on the 360 and I'm impressed and disappointed at the same time - impressed from what they managed to pull off in terms of lighting especially in Pier 17 and overall graphical quality (ghosting is reduced & pop in seems less aggressive) but also disappointed with the rough IQ, jaggies are really distracting especially in Pier 17...if the game had 2xAA (which as you guys said it might be impossible with edram's limitations) even in this resolution we would've talked about the best looking console game but now the overall quality which is really high is hampered by the aliasing. :(

Hopefully they will find a way to implement a better form of AA in the Kingdoms project, as I guess there is room for improvement mainly because the game is not a port this time and it's developed exclusively on the 360.

Either way as a first attempt on the console gaming by Crytek the result is really good and really promising IMO as far as Cryengine 3's future goes.
 
2xMSAA would be unfeasible because it'd be lol-costly to shade per sample so that the MSAA actually matters, not to mention overall memory requirements jumping. Otherwise it gets broken ala Unreal Engine 3's abundant use of post-processing. That's probably one of the main reasons for say KZ3 ditching QAA in favour of MLAA despite some of the inherent issues with shader aliasing @ edges and thin objects.
 
What about 4xMSAA? /s :LOL:
Al,how did GG and R* get QAA to work in their games that are fully deferred renderer and deferred lighting renderer if I remember correctly,like Cryegine 3.
 
2xMSAA would be unfeasible because it'd be lol-costly to shade per sample so that the MSAA actually matters, not to mention overall memory requirements jumping. Otherwise it gets broken ala Unreal Engine 3's abundant use of post-processing. That's probably one of the main reasons for say KZ3 ditching QAA in favour of MLAA despite some of the inherent issues with shader aliasing @ edges and thin objects.

You think KZ2 shaded per each sample? That sound stupidly costly, almost as much as SSAA minus texture sampling.

Normally, for non-edge pixels you don't shade per sample, even with custom resolve (I'd think).
 
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