New Oblivion PS3 Screens + Info

Here is the Gamespot Preview :

They also have a few more screenshots



The real enhancement is in the visuals, and (to some extent) the loading times. The game seemed to have a slightly smoother and more consistent frame rate than it did on the Xbox, though the difference wasn't enormous, and it seemed to us that the textures looked just a tad bit sharper. More obvious (and confirmed by Bethesda) was an improvement to the game's texturing over large distances. Remember how the original Oblivion had a line set an arbitrary distance in front of the player beyond which ground textures turned into kind of a muddy mess? That's all taken care of now, thanks to a new custom pixel shader. The effect is only noticeable outdoors--though it's more accurate to say the effect is not noticeable if you've never played a previous version of the game--but it's a nice addition nonetheless.

Oblivion will make extensive use of the PS3's hard drive by caching multiple gigabytes of data, which seemed to help with load times from what we saw. Bethesda's Pete Hines also commented that recent reports of data duplication on the PS3 Oblivion disc have been exaggerated, and this technique isn't different than the similar strategy that was employed in the creation of the Xbox 360 game last year. Lastly, it's unclear if or when the PS3 will see the Shivering Isles content on the way to the PC and Xbox, though with a burgeoning PlayStation Network and plenty of unfilled hard drive space, it's not hard to imagine the expansion can be made available to PS3 owners somewhere down the road.
 
The PS3-version seems to be prettier by a easily noticeable margin. I highly recommend everyone who likes western RPGs to buy that game.
 
Total bullshit. Also Oblivion didn't have anywhere near 4x AA on 360.

I think the xbox360 version uses both 2x and 4x AA depending if you are inside or outside and the scene. But hey it's still better than 0x AA which thoose PS3 screenshots posted has!:LOL:
 
I think the xbox360 version uses both 2x and 4x AA depending if you are inside or outside and the scene. But hey it's still better than 0x AA which thoose PS3 screenshots posted has!:LOL:

4xFSAA on 360 would require tile rendering would'nt it? And i dont remember hearing anything about Oblivion supporting tile rendering.
 
:oops:

My oblivion never looked like that?

Could someone please point me in the direction of that LOD mod pls..?

They are Qarls texture mods. There are a few different files, I can't remember what they are called but they should be easy to find. And yes, the screenshots are representitive of the game with the mods installed. Add in short range texture enhancements, MSAA, longer draw distances and mods such as parallaxed worlds and the PC version really can be head and shoulders over what we are seeing in these PS3 shots.
 
Nope, it doesnt require tiling, it requires tiling to get 60fps.

You can do 16x FSAA on the 360 if you want to, without tiling. It would just give you 1fps or something ;)

Okay......i was under the impression that 360 could never do anything higher then 4xMSAA due to the design of the EDRAM. And secondly a game thats rendered at 720p+HDR+4xMSAA would require about 30mbs of memory for a framebuffer? And im no Einstein but i dont think 30mb will fit into 10mb without tileing. Maybe im completely off the bat here?
 
Nope, it doesnt require tiling, it requires tiling to get 60fps.

You can do 16x FSAA on the 360 if you want to, without tiling. It would just give you 1fps or something ;)


*sigh* this is the third time within a week I've linked to the article from this very site... :mad: :p

http://www.beyond3d.com/articles/xenos/index.php?p=04

As all the sampling units for frame buffer operations are multiplied to work optimally with 4x FSAA this is actually the maximum mode available. Although the developer can choose to use 2x or no FSAA, there are no FSAA levels available higher than 4x. The sampling pattern is not programmable but fixed,
 
Well, thats because nothing would really run at higher options that 4x aa. I didnt know that the Xenos is locked, to 4x..

Its not something to get all *omg its the third time i link this* because its really doesnt mean anything in particular in this case, simply because framerate would suck at higher AA levels.

All normal gpu's can in theory do insane amount of aa, but framerate would get killed.
 
Well, thats because nothing would really run at higher options that 4x aa. I didnt know that the Xenos is locked, to 4x..

Its not something to get all *omg its the third time i link this* because its really doesnt mean anything in particular in this case, simply because framerate would suck at higher AA levels.

All normal gpu's can in theory do insane amount of aa, but framerate would get killed.

If Xenos is doing 720p with either 2 or 4x MSAA it wouldn't be using the edram so yeah, damn right it would be slow!

If you want to use the edram, you either need to tile, drop the resolution, or drop the MSAA regardless of the target framerate.
 
Try playing Oblivion on a x360 before you say something.

Well Oblivion might have 4xAA on the 360 - in 480p mode (though if i remember right it even got visible jaggies in this mode).
But definately it is far from 4xAA in 720p or 1080i mode. I can show you a screenshot with loads of jaggies from my TV set (Bravia 50" 720p mode), just look at the grass or the rock on the left.
 
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