The Big Forza 2 Thread *

Some very noticeable jaggies on that screen :cry:

Well, while 4xMSAA is a huge improvement over no AA, it doesn't get close to getting rid of jagged edges completely. It also depends on the sample pattern too, so jaggies would be more apparent at one angle and not as much at another.

For a high speed game, these may not even be that noticeable while you play compared to a screenshot or replay when you can really focus on peripheral objects at leisure, as opposed to gameplay when you're focusing on the track....IMHO.
 
Well, while 4xMSAA is a huge improvement over no AA, it doesn't get close to getting rid of jagged edges completely. It also depends on the sample pattern too, so jaggies would be more apparent at one angle and not as much at another.

For a high speed game, these may not even be that noticeable while you play compared to a screenshot or replay when you can really focus on peripheral objects at leisure, as opposed to gameplay when you're focusing on the track....IMHO.

exactly

4xAA (which is what Turn 10 is using in this game) for a console game, in motion at 720p looks very good.
 
exactly

4xAA (which is what Turn 10 is using in this game) for a console game, in motion at 720p looks very good.

That really does not look like 4xAA to me. 4x is much better at removing jaggies than seen in that screen.

2x: http://www.nvnews.net/articles/chrisray_iq/7800gtx/2xAAnorm.png
4x: http://www.nvnews.net/articles/chrisray_iq/7800gtx/4xaanorm.png

Seems very obvious that we're seeing 2xAA in this shot, not 4xAA as Turn10 has indicated will be in the final product.
 
That really does not look like 4xAA to me. 4x is much better at removing jaggies than seen in that screen.

2x: http://www.nvnews.net/articles/chrisray_iq/7800gtx/2xAAnorm.png
4x: http://www.nvnews.net/articles/chrisray_iq/7800gtx/4xaanorm.png

Seems very obvious that we're seeing 2xAA in this shot, not 4xAA as Turn10 has indicated will be in the final product.

I have this sneaky suspicion that 4xAA is only applied during replay mode, and 2xAA during normal play (i.e. you).
 
well all the nit-picking in this thread aside, I am pretty certain that upon release of the game that many people will be extremely satisfied with both the result of the images on their HDTVs and the incredible in depth Simulation racing experience.

this game can be nit-picked until the cows come home and it won't change the fact that it will have AA, run at 720p/60fps as well as other graphical effects and have one of the deepest racing experiences EVER.

not that it's my thing but it certainly will be for all of those racing on LIVE next month. :LOL:


oh and i based my 4x FSAA comment on Blim blim's post on this in game shot here
 
well all the nit-picking in this thread aside, I am pretty certain that upon release of the game that many people will be extremely satisfied with both the result of the images on their HDTVs and the incredible in depth Simulation racing experience.

this game can be nit-picked until the cows come home and it won't change the fact that it will have AA, run at 720p/60fps as well as other graphical effects and have one of the deepest racing experiences EVER.

not that it's my thing but it certainly will be for all of those racing on LIVE next month. :LOL:


oh and i based my 4x FSAA comment on Blim blim's post on this in game shot here

Well, when a developer promises 4xAA, and then releases shots with 2xAA, it is not nitpicking to ask what happened.

4x or 2x, I'm going to be happy with the game, but I'd still like to see those jaggies reduced, especially considering they've been claiming 60fps w/ 4xAA for well over a year now.
 
well all the nit-picking in this thread aside, <blablabla>
Look, there's a difference between nitpicking and sticking to the truth. You say it's 4xAA. It's not. If you're not sure, don't make bold claims. If you don't want to talk about the AA levels, don't bring them up.
Tap In said:
We knew that, and it's exactly that shot that has 2xAA, not 4xAA.
It could very well be the first ever gameplay screenshot we've seen of Forza 2.

Oh wow now I've already posted in this thread twice :oops:
 
How possible/likely is it that T10 is using temporal AA? It would look as good as 4x AA at 60 fps but it would never look better than 2x AA in any screenshot.
 
Look, there's a difference between nitpicking and sticking to the truth. You say it's 4xAA. It's not. If you're not sure, don't make bold claims. If you don't want to talk about the AA levels, don't bring them up.We knew that, and it's exactly that shot that has 2xAA, not 4xAA.
It could very well be the first ever gameplay screenshot we've seen of Forza 2.

Oh wow now I've already posted in this thread twice :oops:
Looks like FSAAx4 to me too.

http://www.gamespot.com/features/6168650/p-2.html

That's what they promised us and, hopefully, what they are going to deliver.

Lap the Competition: With true next-generation features made possible by the power of Xbox 360, Forza Motorsport 2 burns rubber at 60 fps with 4x full-screen anti-aliasing, and high-dynamic-range lighting in crisp 720p high-definition glory. Feel every nuance of your car and the road thanks to support for the official Xbox 360 Wireless Racing Wheel.
http://forzamotorsport.net/about/

Cheers
 
How possible/likely is it that T10 is using temporal AA? It would look as good as 4x AA at 60 fps but it would never look better than 2x AA in any screenshot.


Ah... good thinking... I seem to recall ERP mentioning a long time ago that it is possible to implement in code if the hardware doesn't feature it (regarding the gamecube *I think*). Would the cost of doing it that way turn out better than the extra tile (theoretically speaking... I have no idea what the cost would be) :?:

But then, don't you need programmable AA patterns :?:

edit:

oh...haha you were part of that little side conversation too, Inane.

http://forum.beyond3d.com/showpost.php?p=600125&postcount=18
ERP said:
Pretty much any dev could implement temporal AA on top of the library if they thought it would be worthwhile.
At a previous job we messed around with the idea on an Xbox game a long time before ATI "invented" the feature.
Our opinion was that at TV resolutions the artifacts were too irritating to make it worthwhile so we didn't proceed with it.

AlStrong said:
How would it have been done on the Xbox? Through shaders?

Inane_Dork said:
A sub-pixel width camera jitter would do that, I think.

Edit2: Trivia: and for those who are curious about how the sampling positions affect the picture quality based on the object's angle, Xbit labs did a nice picture comparison for TMSAA in action: http://www.xbitlabs.com/articles/video/display/r420_23.html

The first column is the default sample pattern, the second column is the alternate pattern that the driver switches to use
 
Last edited by a moderator:
Is T10 using something similar to the GothamTV? And if so, do third party viewers get the enhanced graphics/30fps of replay mode :?:


Well, I'm pretty sure for some people here that the quality of girls on their screen far surpasses any girl that might think of hopping in their bed!

offline CGI > fore-..gameplay graphics.
 
Back
Top