You'd have less vertical resolution...and the hardware scaler doesn't support vertical scaling! If you could scale vertically, dev could stick with 1280x720 and upscale to 1080i/p.
unless Im missing something, if you are connecting through HDMI, there is NO RAMDAC.
So possibly the problem is somewhere between the HDMI-Chip (forgot the name. Sil ? ) and RSX. ie. providing the HDMI Chip a scaled buffer for access without wasting memory for the full resolution.
I didn't mean to imply raw field rendering. I'm probably not understanding the technical limitations, but wouldn't a 540 buffer hardware scaled vertically to a full 1080 frame give better visual results on a 1080i display than the 960x1080 target?
You'd have less vertical resolution...and the hardware scaler doesn't support vertical scaling! If you could scale vertically, dev could stick with 1280x720 and upscale to 1080i/p.
Sounds to me that there is no hardware scaler present and that Sony may be doing the scaling through the use of an SPU.
Sorry, worded that wrong.No one has said it doesn't - it's just not exposed.
What I'm saying is, there is some inconsistant information with what I know from firsthand. For starters, before the launch of the PS3, you could access the hardware scaler in the SDK. You just were not allowed to use it because your game would not meet approval if you did. Also it makes it sound like developers were not aware of the scaler which is untrue because there was specific documentation stating not to use it. So there's some inconsistant info on what was said in the article to what really happened. I have not checked recently if there has been a change to the information on the scaler, but this is not new news to the PS3 dev community.
Being that the scaler issue has been an obvious thorn in Sony's side which Sony should have been able to avoid given their technical knowhow, I'm inclined to believe Darknight is correct, that there may be a very logical, necessary reason for Sony putting restrictions on the scaler. I'll leave it to others here who are obviously more knowledgeable than myself to ascertain Sony's intentions. :smile:It's funny how I mentioned before the PS3 launched that there was no guarentee that games would be scaled. In fact, it was up to the developer what resolution the game would output regardless of what the dashboard was set to. Nobody believed me then and insisted they would scale like the 360. Then everyone shouted there's no hardware scaler, and I insisted there was. Now look what has come out. I don't know how much more obvious it can be that I do know what I'm talking about.
There is a much more logical reasoning as to what is going on here, which unfortunately that I cannot dilvulge since I will not release direct info that is found on the development site, but nobody seems to have hit it yet. Maybe it's too obvious but there is a logical reasoning behind all this. Maybe it's obvious to me since I know why, but I'm surprised nobody has pointed it out.
Or it could be a historical precedent set by their last consolealdo said:I'm inclined to believe Darknight is correct, that there may be a very logical, necessary reason for Sony putting restrictions on the scaler
The presence of a perfectly good, working hardware scaler sounds good. Does this mean that a future firmware upgrade could fix the problems people are having now?
And where, anywhere, has this been confirmed?
If anything all evidence seems to point to the opposite.
Darknight over at AVS forum appears to be be a dev who is dancing around the NDAs a bit in response to the B3D article:
Being that the scaler issue has been an obvious thorn in Sony's side which Sony should have been able to avoid given their technical knowhow, I'm inclined to believe Darknight is correct, that there may be a very logical, necessary reason for Sony putting restrictions on the scaler. I'll leave it to others here who are obviously more knowledgeable than myself to ascertain Sony's intentions. :smile:
-aldo
I did not intend for it to be taken as confirmed. It was meant as a case where what aldo said (or Darknight) was true. Being as it seems he knew, and knows what he is talking about. That, and Fafalada seems to be dancing around the issue.
Now, its my turn to ask you. Can you present "all evidence" and explain how it seems to point to "the opposite"? Because the way I see it, there is already evidence pointing towards the other way of the pessimism that was being passed around this issue of scaling on PS3 by certain exaggerating people, some from this very forum.
Which doesn't work on digital signals that output a fixed-sized framebuffer. Thus a 960x1080 rendering would have huge borders down the side when output over HDMI. To be able to output a 1920x1080 frame, you'd need to scale to a 1920x1080 buffer.The poster that I'm refering to in this thread is phat, who has basically stated horizontal scaling can be done without a scalar. So it seems rather suspiscious Sony apparantly only turned on horizontal scaling.
linkDarknight said:What I'm saying is, there is some inconsistant information with what I know from firsthand. For starters, before the launch of the PS3, you could access the hardware scaler in the SDK. You just were not allowed to use it because your game would not meet approval if you did. Also it makes it sound like developers were not aware of the scaler which is untrue because there was specific documentation stating not to use it. So there's some inconsistant info on what was said in the article to what really happened. I have not checked recently if there has been a change to the information on the scaler, but this is not new news to the PS3 dev community.
...
See, I could explain the issue and why it was not allowed to be used, and explain what the solution is doing, and explain what the SDK support does, but a lot of that would be seriously breaking NDA. I can confirm that it is definitely a hardware scaler, it is always referred to as a hardware scaler, and that you could access it before in the SDK simply by setting it up the code right. What has changed now is how developers interact with that scaler, and that they can now use the scaler with some restrictions.
No, scaling to an entire buffer is wasteful and unnecessary.Which doesn't work on digital signals that output a fixed-sized framebuffer. Thus a 960x1080 rendering would have huge borders down the side when output over HDMI. To be able to output a 1920x1080 frame, you'd need to scale to a 1920x1080 buffer.
I did think of that when posted, but I had to leave for work so I decided to leave it for someone else to correctNo, scaling to an entire buffer is wasteful and unnecessary.
You can do horizontal scaling entirely as an inline process. You just interpolate between the pixels as they come in and insert new ones into the output stream. For a (reasonably good quality) cubic filter you need just four pixels as inputs. Chump change.