Choice of rendering resolution *spawn

assurdum

Veteran
Repi confirmed both versions are 1280x704.


https://twitter.com/#!/repi/status/111184500096110592

Also:
all platforms have 1 or multiple antialiasing solutions in
hmmm...

I'm really curios now... what means or? At least on ps3, sound bizarre, not on 360. By the way I'm a bit surprise about 704p on 360, after the last reply of Repi here; I was convinced tiling was enough to save the ram, interesting to see 704p leaves something in performance on 360 too.
 
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I'm really curios now... what means or? At least on ps3, sound bizarre, not on 360. By the way I'm a bit surprise about 704p on 360, after the last reply of Repi here; I was convinced tiling was enough to save the ram, interesting to see 704p leaves something in performance on 360 too.
I guess leaving it to 704p was exactly on the edge to not tile one more time,although I doubt that,I think 720p should be in their case.Maybe there is something with tiled deferred shading that makes it simpler to go for 704.It should save 2% of pixel processing performance if I'm right.
 
I guess leaving it to 704p was exactly on the edge to not tile one more time,although I doubt that,I think 720p should be in their case.Maybe there is something with tiled deferred shading that makes it simpler to go for 704.It should save 2% of pixel processing performance if I'm right.

Ah, ok. Thanks.
 
I think the developers can always pick multiple AA solutions in a game to suit a particular scene, objects, resolution, and/or performance profile. e.g., GT5 has temporal AA and MSAA (and may be one more). I vaguely remember Crysis 2 also uses temporal AA, but may use custom edge filter for near objects.
 
That's true, though I think the point of the tweet was basically. "Don't worry, there's AA regardless of your platform".
 
If I am understanding everything correctly:

To put this in perspective of what it means on their end for memory/tiling.



1280(Horizontal Resolution) * 720(Vertical Resolution) * 4(RGBA Channels) * 5(Multiple Render Targets for Deferred Shading) = 18432000 bytes for Framebuffer.

vs

1280(Horizontal Resolution) * 704(Vertical Resolution) * 4(RGBA Channels) * 5(Multiple Render Targets for Deferred Shading) = 18022400 bytes for Framebuffer.

Tiling in eDRAM on the Xbox 360 means each tile needs to fit in 10 MiB(10*1024*1024 bits), which with 8 bits/byte, works out to 1310720 bytes.

18432000 / 1310720 = 14.0625 tiles

18022400 / 1310720 = 13.75 tiles

Because render targets need to be padded 80*16 on the Xbox 360 because of the hardware multisampler, that means that the next step down from 1280*720 is 1280*704.



It literally comes down to preventing an additional tile from needing to be used on the Xbox 360.

And on the PS3, since everything bites into the overall RAM, anything that can be freed up is useful. Since the Xbox 360 is forcing them to do it anyway, why not make the PS3 that was as well since it opens up a bit of RAM and reduces the pixel processing performance by 2%(Pixel Shader in the RSX causes Vertex Shader to stall, so any reduced pixel shader strain is definitely a benefit).


Correct me if I am wrong about anything on their render targets/framebuffers, and how that works out on the Xbox 360 within the eDRAM.
 
Er, no, the X360 has 10 megabytes of EDRAM, not 10 megabits. You're generally right though in that the reduced resolution mens they can go with 2 tiles instead of 3 which is also a much bigger improvement.
 
Mebibits !=megabits

It's referring to 1024*1024 bits = megabyte rather than 1000x1000 bits
 
MiB is MibiBytes. MB is megabytes, used traditionally to mean Mibibytes before the Mibi prefix existed and likely here to stay because anyone who knows what they're talking about regards computers knows the decimal prefixes have been overloaded to make binary prefixes. For 10 mibibits, you'd use a lower case b : Mib or Mb. Hence look to the b/B for bits/Bytes.
 
I think NHL 12 might have a new resolution, AA or something (not that anyone cares). Can't find any screenshots that are from real gameplay, and not bullshots or replay mode. I feel like there are less jaggies with a slightly softer image.
 
18432000 / 1310720 = 14.0625 tiles

18022400 / 1310720 = 13.75 tiles

ya your math is wrong. they dont use 14-15 tiles... that would be horribly inefficient. halo:reach and trials HD uses 1 tile and they were 1152x720 and 1280x672.
first post of this thread gives great info on it. http://forum.beyond3d.com/showpost.php?p=1237283&postcount=1

honestly i see no significance for 704p other than this is where they ended up on the ps3 version and maybe though pressure from the publisher was forced for parity on the 360.
edit: even his followup tweets makes it even more suspicious
 
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honestly i see no significance for 704p other than this is where they ended up on the ps3 version and maybe though pressure from the publisher was forced for parity on the 360.
edit: even his followup tweets makes it even more suspicious
They light scene using 32x32 tiles and 720p doesn't line up perfectly. (page 70)
I'd think that is a decent reason.
 
They light scene using 32x32 tiles and 720p doesn't line up perfectly. (page 70)
I'd think that is a decent reason.

yes i know thats why i'm saying its suspicious because these slides are outlining its implementation for the 360 version and you can see that they implemented 32x32 size tiles 40x23 the bottom row being half sized tiles and you can see that in page 68. that they are accounting for it even showing the weights on those half tiles. seems like it was their intent to render to full 1280x720.
 
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