Or rather, say 'who cares!'I keep reading "UE3 ... no AA!" and then I look at Gears at 1080i in front of my eyes and then back at the "UE3... no AA!" and just scratch my head :smile:.
Or rather, say 'who cares!'
I'd rather have a good looking game without AA than a bad looking game with!
At least our new released title is at 720p with 4xAA, and I'm the one doing it.Have we yet to see a game with 720p and 4xAA? This is shaping up to be the biggest blunder under the "highly exaggerated tech promise" category so far.
At least our new released title is at 720p with 4xAA, and I'm the one doing it.
Hi, have a seat... take your coat off, stay a while. So whatcha been up to lately?
Yeah, I agree, I think that's the--OWW, dammit! I just got a Splinter from this damn wooden keyboard--I only got the keyboard because it matched my wooden Cell phone.:smile: ahhh
SuperCool: DontchaAgree
congrats... very nice. if i'm right
Do you think there will be improvement in the use of tiling or do you think we are screwed for the rest of the generation?LOL. Well it's a sequel of a quite popular franchise since xbox. Actually we did 4xAA + HDR (tone mapping, bloom, reflection stuffs) at 720p. The framerate... isn't that great, 25~30 fps at most time. Fortunately it's not a fast paced game. Blame our producers who believed what microsoft told them and our leading artist who insisted 2xAA is not pretty enough. Well, it doesn't look too shabby after the release, considering the loss of framerate issue is so common on nex-gen consoles.
Do you think there will be improvement in the use of tiling or do you think we are screwed for the rest of the generation?
Oblivion uses 4x AA + HDR
DR uses 4x AA
Fifa 07....
Splinter Cell: Double Agent..
F.E.A.R.
PD:Z
FCI
i could continue....
Cal said:Not sure why GOW doesn't render with 4xAA (really?), probably having something to do with the tiling mechanism.
IMO, 4xAA isn't a big impact on the performance. I'd say a 10%~15% overhead at most time, but be careful with things requiring huge fillrate like particle system. In fact, The lags were caused more frequently on the CPU side than GPU side. Not sure why GOW doesn't render with 4xAA (really?), probably having something to do with the tiling mechanism. For GPU, slow texture fetching is the biggest issue.
Do you mean with AA on the particles? Or combining AA on opaque scene rendering with lots of particles?IMO, 4xAA isn't a big impact on the performance. I'd say a 10%~15% overhead at most time, but be careful with things requiring huge fillrate like particle system.
The game has the same (and some times worse) framerate issues when it runs in a X1900XT , so i cant see how tiling can be the limitative factor here.Do you think there will be improvement in the use of tiling or do you think we are screwed for the rest of the generation?
The game has the same (and some times worse) framerate issues when it runs in a X1900XT , so i cant see how tiling can be the limitative factor here.
IMO it has more to do with the use of UE2.0 on steroids wich is not the best solution for the console performance wise. I just hope that for their 5th game they will build a new engine who will take advantage of the overall hardware architecture.
Some do. Sparks and bullet traces for example. Larger particle effects, or rather, soft particles without distinct edges, no matter what the size, don't and should probably be rendered at something like 1/4 resolution and upscaled when compositing.surely u turn off AA when u do particles (mainly cause particles dont have edges )
so did we scare him off by revealing his work?