Recent content by SG79

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    The Framerate Analysis Thread part 2

    New RE6 demo analysis: http://www.youtube.com/user/ps360frame Did they finally triple buffer the 360 version? Performance seems comparable, at least in that section of the demo.
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    Image Quality and Framebuffer Analysis for Available/release build Games *Read the first post*

    It's still selective vs. TTT2's and T6 per object motion blur. Much more intensive and frankly, you have to see TTT2 running to see the scope of the stages and what's going on, aside from size. The Soul team tried to implement per object MB but opted out of the idea. It's likely the...
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    Image Quality and Framebuffer Analysis for Available/release build Games *Read the first post*

    While this isn't the topic to discuss the engine or what it's doing lighting wise and vertex processing, check out the slides I linked earlier. The engine handles up to FOUR characters with scalable resolutions. It's got higher poly counts than any fighter out there too. IQ wise, it's...
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    Image Quality and Framebuffer Analysis for Available/release build Games *Read the first post*

    No frame rate difference there or IQ without motion blur (in 2D), but I'm curious if there are any differences between the two console versions. Someone had mentioned the 360 version appeared to be running at a lower res during E3 and SDCC demonstrations. Of course, it should be noted that the...
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    Image Quality and Framebuffer Speculations for WIP/alpha/beta/E3 games *Read the first post*

    Normal maps seem a bit better too. Both E3 builds and general consenus seems to indicate that both versions have improved quite a bit since. In extreme cases, it felt sluggish for sure when it hits below 24 or so (that roundtable at the end) but generally, it felt fine.
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    Image Quality and Framebuffer Speculations for WIP/alpha/beta/E3 games *Read the first post*

    ps360 did a latency test, albeit in a couple of controlled areas with no enemies, and the PS3 RE5 was actually more responsive. Nevertheless, QTE's aside, I thought it was more responsive myself.
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    Predict: The Next Generation Console Tech

    Yup. Sony already sells 4K capable (upscale naturally) BD players: http://www.bhphotovideo.com/c/product/846031-REG/Sony_BDPS790_BDP_S790_4K_and_3D.html But yeah, it'll be a stretch to have 4K upscaling for games.. or native 1080p as a standard for that matter.
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    Predict: The Next Generation Console Tech

    lol, beat me to it, though they probably meant huge but failed to use the correct terminology. Somewhat related is the PS4's support of 4K res: http://www.tgdaily.com/games-and-entertainment-features/65631-report-sonys-ps4-will-support-4k-resolution Safe to say it's 4K upscaling to...
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    The Framerate Analysis Thread part 2

    Given fewer enemy staggering animations compared to the Comicon version, I'd say so. I see what you mean though about the stage demo's sub 30fps status most of the time.
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    The Framerate Analysis Thread part 2

    There was an earlier PS3 demo version? I thought all demos, including E3 were all on 360. Either way, direct feed vids should be coming forth over the next two days so an analysis should be possible.
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    Image Quality and Framebuffer Speculations for WIP/alpha/beta/E3 games *Read the first post*

    As the slides show, it starts off at full 720p but with *sparks* and two characters, it goes down to 1024x720 and gradually to 720x720 when you have 4 character models on screen with full effects. To keep the frame rate consistent and ultimately the controls responsive of course, and Harada had...
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    Image Quality and Framebuffer Speculations for WIP/alpha/beta/E3 games *Read the first post*

    Not sure if this will help with an analysis of Tekken Tag Tournament 2, particularly the Prologue version just released on PS3: http://yaplog.jp/fightorflight/archive/13 The same person provided a link with a Namco presentation about the arcade version, and looking at the slides, the...
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    Image Quality and Framebuffer Speculations for WIP/alpha/beta/E3 games *Read the first post*

    This: http://www.scribd.com/doc/15118967/Hitting-60Hz-in-Unreal-Engine Previous gen 3D games used Renderware, and frankly, they weren't that smooth all around graphically or otherwise (since 1997 in fact, so it's been a great while). WB's deep pockets were put to good use with this game...
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    Image Quality and Framebuffer Speculations for WIP/alpha/beta/E3 games *Read the first post*

    Yup, and it's the E3 build apparently. Even as it is, it's a tangible improvement from their previous game, which also used a modified UE3.
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    Image Quality and Framebuffer Speculations for WIP/alpha/beta/E3 games *Read the first post*

    Has anyone checked the new MK demo? http://www.trmk.org/images/mk9/MK9_Toasty.png
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