A more simpler answer is the software APIs in the OS are not yet ready /shrugSo is there a consensus feeling about why Sony has been so reluctant to allow scaling? I hate to be cynical but the simplest answer,and the answer that makes most sense to me considering Sony is pushing BD-ROM is that they simply want to force people to buy new HDTV's.
A more simpler answer is the software APIs in the OS are not yet ready /shrug
Looking at the Vista driver fiasco you can't underestimate the effort to roll out a new OS.
No, what I'm referring to is not technical difficulty, but more of how you arrange things nicely in a new complicated picture. "Why is this thing which worked greatly in WinXP malfunctioning in Vista?"So scaling is technically difficult to do? Sony already has upscaling DVD players,and the technology has been around for some time. I have hard time believing that scaling is some big challenge for a company like Sony.
No, what I'm referring to is not technical difficulty, but more of how you arrange things nicely in a new complicated picture. "Why is this thing which worked greatly in WinXP malfunctioning in Vista?"
1. PS3 has a new high-level OSWhat does Vista and it's problems have to do with PS3 scaling?
Crossbar, you've probably figured out that lack of AA is where the biggest concern is so photos aren't very representative of reality, and furthermore your original picture is very blurry to begin with.
macabre, that's exactly what I was talking about. Horizontal-ish lines like the helmet near the eyes or the top of the shoulders look better with 960x1080, but the vertical-ish lines look so much worse that it doesn't matter. Just imagine how that would look in motion.
Just a question: Did you generate the 1280x720 and 960x1080 pics using point sampling on a 1080p pic, and then upscale them using B-spline? The 1280x720 pic could be at a slight disadvantage this way, though there isn't really any other way of doing it without getting a native 720p screenshot.
It demonstrates the software issues involved. There's a software interface between the hardware and the games software. If that's not working properly, even though you have the hardware present, you can't use the hardware properly. Thus lack of scaling doesn't mean lack of scaling hardware.What does Vista and it's problems have to do with PS3 scaling?
It demonstrates the software issues involved. .
If the hardware is there in an effective manner then the software become relatively easy (see MS delivering this 1 year before and functioning well, on a new software platform).It demonstrates the software issues involved. There's a software interface between the hardware and the games software.
I hate being verboseRight I get it's a software issue but are you guys saying that the problems with Vista and PS3 are directly related because they are using Nvidia, or is this just a general "things can be complicated " kinda grasp at an explanation.
"New software platform" may not be really new for the whole Windows lineage codebase...If the hardware is there in an effective manner then the software become relatively easy (see MS delivering this 1 year before and functioning well, on a new software platform).
That's what I'm saying. We can't yet pin it down to any one aspect by the info we've got.or is this just a general "things can be complicated " kinda grasp at an explanation.
It depends a lot on what the hardware in there is, when it was decided on, what plans may have changed, and other things as well. eg. If it's the SCC doing the job, what SCC hardware is already out there implementing scaling? Did Sony decide on a last minute whim to include SCC where originally they were going to use the OSSPE, or a different scaling component altogether? Are they using the OSSPE but didn't get the OS working properly in time (as we already know through lack of multitasking)?Dave Baumann said:If the hardware is there in an effective manner then the software become relatively easy (see MS delivering this 1 year before and functioning well, on a new software platform).
How should I do it then ? No problem to do another one.
Maybe, Should I do field rendering and then composite the image - Is that what a hardware scaler does ?
Oh, okay. That's perfect. Which game is it?The pictures were rendered at their native resolutions and then upscaled. I left out AA cause I thought it would be closer to how a game would look.
If the hardware is there in an effective manner then the software become relatively easy (see MS delivering this 1 year before and functioning well, on a new software platform).
Oh, okay. That's perfect. Which game is it?
I'm pretty sure your method is fine then. It might be helpful to manually add some white dots or parallel white lines in the black background (before scaling) to make sure you're not getting any vertical blurring in the 960x1080 version as phat suspected. Personally, I don't think you are losing any vertical resolution, and it just seems like it.
EDIT: Whoops. Is there an echo in here?
I think he is. I tried scaling the 1920x1080 picture to 960x1080, then back up, and the difference in vertical resolution/detail compared to his 960x1080 image is huge.Personally, I don't think you are losing any vertical resolution, and it just seems like it.
960x1080 2.0 pixel aspect scaled