B3D News Item: Challenge: Find Differences between Crysis 2 Console SKUs

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Maybe MSAA trick + quality of blur pass for edge AA?

Anyone checking if PS3 version got dynamic AF, should be 0-8xAF while the shadow filtering IIRC uses half the samples of 360 to blur the edges so that might explain a bit the shadows for PS3 version. Also check if GI is even in for console demo as th configs in beta specifies to disable GI in multiplayer. One part where GI is present in is for example around some of the vegetation houses "tubes". On the outside. For reference material use e_GIAmount 16/e_GI 0/1. SSGI method is not functioning in beta AFAIK but it uses other realtime GI method. Cant check.
 
Downscaling a picture doesnt represent what it would look like if it was actually redered natively at that resolution. What are we hoping to show with the downscaled images?
 
We can still check what happens to the edges, I guess.
But it's more likely a case of undersampling the shading (yes that is possible and done all the time for preview renders in CG; and I think Lair did it too)
 
Downscaling a picture doesnt represent what it would look like if it was actually redered natively at that resolution.
It gives a close approximation of the detail you can expect at any given resolution.

Since it has already been determined that the PS3 renders at 1024x720, this is a way of checking how good the image COULD (rather: SHOULD) look at that res.
 
It gives a close approximation of the detail you can expect at any given resolution.

Since it has already been determined that the PS3 renders at 1024x720, this is a way of checking how good the image COULD (rather: SHOULD) look at that res.

Not really, what you end up with is a supersampled image at each of the lower resolutions (render at higher resolution then downsample to displayed resolution).

Regards,
SB
 
Not really, what you end up with is a supersampled image at each of the lower resolutions (render at higher resolution then downsample to displayed resolution).
Yes, but the results are close enough.
The only difference between downsampling and native rendering lies in the slightly weakened aliases, not in the detail level and certainly not in perceived sharpness (aliases make an image appear *sharper*, so a super-sampled image always looks softer).
 

They got clear differences.

In this pic PS3 got distant DOF that is absent for 360 version. It also got sun glare effect present in PC.
http://www.videogameszone.de/Crysis...d-PC-Version-816252/galerie/1501685/?fullsize

In this pic the scope lens got effect in PS3 version not present in 360.
http://www.videogameszone.de/Crysis...d-PC-Version-816252/galerie/1501690/?fullsize
 
Yeah, epic fail on cross-platform parity. This is not going to be good for engine licensing.
 
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