Recent content by TheDoomsdayMonster

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    Digital Foundry Article Technical Discussion Archive [2010]

    @Ruskie You are wrong; its 20ms for a single SPU...4ms when being done on all 5 in parallel.
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    Digital Foundry Article Technical Discussion Archive [2010]

    @Kagemaru Yep...I have a link, but I was wrong; it takes RSX 5ms to do 2xMSAA...not 6ms: http://www.eurogamer.net/articles/the-making-of-god-of-war-iii?page4 @Barbarian Wouldnt it be possible to do the MLAA in parallel across 5 SPU's like in God of War? It takes only 4ms CPU time done that...
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    Digital Foundry Article Technical Discussion Archive [2010]

    @Barbarian Thanks for the response; I am very appreciative that you are taking the time to come here and answer some questions and offer commentary... I did forget that having a very fast controller response is another of the major things the CoD series strives for...and with that said, the...
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    Digital Foundry Article Technical Discussion Archive [2010]

    Well, as pertains there not being enough cycles leftover on the SPU's, I have a hard time believing that BO uses them more thoroghly than some of Sony's standout 1st party efforts like Killzone 2 (which theorectically could have easily used MLAA had the technique been available for them at that...
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    Digital Foundry Article Technical Discussion Archive [2010]

    @Barbarian You say that fitting the ps3 version of BO into memory was an issue, yet you guys neglected to use a form of AA (MLAA obviously) that would have saved you around 18 MB of RAM? Inaddition to saving RAM and Fill Rate, MLAA would have freed up more GPU cycles which could have been used...
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    Image Quality and Framebuffer Analysis for Available/release build Games *Read the first post*

    I was aware of KZ2's resolution and anti-aliasing type; I was just curious as to why it wasnt listed in the mentioned thread...
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    Image Quality and Framebuffer Analysis for Available/release build Games *Read the first post*

    Forgive me if this is the wrong place for thread for this question, but is there any particular rason why Killzone 2's resolution/type and quantity of anti-aliasing isnt listed in the locked Rendering Resolutions thread?
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