Choice of rendering resolution *spawn

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.
Yup, noticed that as well after posting.
Would certainly love to hear more about this. ;)
 
Wondering if they'll improve on the PS3 res and match the 360 version, although I doubt it.

Either way I'll be buying it for the price they're asking.
 
Wondering if they'll improve on the PS3 res and match the 360 version.

Either way I'll be buying it for the price they're asking.

I doubt it. Will be great, but I don't know whether the code is handle to allow the use of the whole RAM & spu for the graphic, at least without a considerable amount of time develop.
 
They could just drop the improved lighting/ ambient occlusion, drop the superior texture filtering and maybe that saves enough resources for the 10% resolution increase, no?
 
people like asserdum and myself think it would be great though.
They can also drop the triple buffering btw

Cut something for something else? Not sound so promising to me... could be great to suit the engine more for the ps3 form, like DiCE FB2, but I don't know how possible is it.
 
Well, the wall stuff is rather low res. Kind of surprising to see that for a cut-scene.
 
Because you can tell textures from a horrible blurred .FLV ...

you kinda can, the video has enough fidelity to show the character faces so that amount of detail you can expect on the walls. the texture quality is definitely very low.

however there are two possible explanations. 1. could be that the high detail texture could be loading in, 2. maybe they had to rape the texture quality to get it to fit under xbla size restrictions
 
That kind of defeats the whole purpose.

As for the PS3 version, what if Crytek uses the Tiled Based Deferred rendering utilising SPUs and RSX combination, would 1280 x 704 be suitable for Crysis? The tech features of both BF3 and Crysis 2 doesn't sound too different after all.
 
As for the PS3 version, what if Crytek uses the Tiled Based Deferred rendering utilising SPUs and RSX combination, would 1280 x 704 be suitable for Crysis? The tech features of both BF3 and Crysis 2 doesn't sound too different after all.

kind of a weird question, yes if crisis 2 were running on the frostbite engine it would be running at the resolution. 704 is the magic number for 40x22 tiles if each tile were 32x32 pixels. and you cull the rest of the pixels.

reason why crysis 2 was its resolution on 360 was probably to avoid tiling while on ps3 it was probably for performance.
 
As for the PS3 version, what if Crytek uses the Tiled Based Deferred rendering utilising SPUs and RSX combination, would 1280 x 704 be suitable for Crysis? The tech features of both BF3 and Crysis 2 doesn't sound too different after all.

TBDS helps if you have a lot of lights in the scene. If their bottleneck is the amount of RAM, then you're SOL. If the issue is raw fill or bandwidth, then clearly 1024x720 is going to be a pretty significant win over 1280x704. TBDS isn't a general magic bullet.
 
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