It might then mean that Cell is the bottleneck in that situation. Or maybe GPU MSAA logic and bandwidth not being taxed much at 544p res. Just speculation though.
@Barbarian
Is the PC version (on max settings) rendering alphas at sabe res as framebuffer or scale with screen resolution while being lower res or a combo. Also if it scales, does it have a limit (thinking about how triple screen gaming would be affected)?
Some thoughts about games I've had since observing how some games have fixed PP/alpha res while other games have it scales in relation to screen resolution and some games do PP/alphas at framebuffer res. Metro 2033 for example on very high setting does alphas/post-processing at same as framebuffer res and AFAIK atleast upto 2560x1600 res.
There's very little publicly known about the IW/Treyarch's engines, which is a shame, since there are some rather brilliant things about it (and massive amounts of legacy too).
No disrespect, but perhaps you should save lecturing PS3 developers on the finer points of SPU usage until after you can do something like calculate frame/Z buffer size.
Guys, I'll try to answer questions, but please do understand I can't go into certain specifics. I hate to be vague, but anything I say, might be pulled out of context and tweeted across the globe and have all kinds of unpleasant consequences for me.
There's very little publicly known about the IW/Treyarch's engines, which is a shame, since there are some rather brilliant things about it (and massive amounts of legacy too).
I'll try to get permission on what I can I can't talk about it.
Until then, it's fair to say that there's very little that hasn't been squeezed out. No low hanging fruit as they say. It's one of very few engines that targets 60 fps, and that puts incredible restrictions on the kind of methods/techniques one can use. A lot of the deferred lighting, motion blurs, and other high end sexy effects that KZ and Uncharted do are only possible because they have double the GPU budget to play with (not to mention tons of SPU time to help out as well, which adds a 3rd frame of latency!!!).
Well, as pertains there not being enough cycles leftover on the SPU's, I have a hard time believing that BO uses them more thoroghly than some of Sony's standout 1st party efforts like Killzone 2 (which theorectically could have easily used MLAA had the technique been available for them at that point in time)...
As pertains the BO team not saving much performance by not turning MSAA off, doesnt MSAA require 6ms of GPU time as well making a dent on RAM usage and fill rate? Sorry...but that and not saving much performance doesnt add up.
Did I highlight your key problems correctly ? ^_^
The Insomniac people rewrote their RFOM code and ran out of time polishing R2. You probably did the right thing by keeping the gameplay and legacy code, at least for this iteration. Sales is good too.
@Kagemaru
Yep...I have a link, but I was wrong; it takes RSX 5ms to do 2xMSAA...not 6ms:
http://www.eurogamer.net/articles/the-making-of-god-of-war-iii?page4
@Barbarian
Wouldnt it be possible to do the MLAA in parallel across 5 SPU's like in God of War? It takes only 4ms CPU time done that way...
As pertains the memory saving, you are right; I should have stated "up to 18 MB," but at anyrate wouldnt MLAA be less memory intensive than MSAA and save fill rate as well?
No,its 4ms on every spu in parallel.5 spus x 4ms each equals 20ms.@Ruskie
You are wrong; its 20ms for a single SPU...4ms when being done on all 5 in parallel.
Yes, the memory saving from turning MSAA off is a lot less than 18Mb.
Plus, if you want to do MLAA you'll have to move your frame buffer to main memory which is usually more scarce than video memory.
And don't forget that the cost of MLAA was quoted at 20ms for 1 SPU (for 720p I believe, for COD it will be less). At any rate that's quite a lot of SPU time for a 60fps game, that needs to get everything done in 16ms.
From what I've seen, it's simply that the shadow technique wasn't changed from MW2 on PS3 (maybe self shadows did?). On 360 BO, it seems they were able to afford an increase in shadowmap resolution (consider memory, z-fill etc). With regards to filtering, they'd still have to do the four texture fetches (4 samples) so adding a few math ops to smooth them out shouldn't be too bad (in MW2, it looked like just different offsets with no interpolation between the samples).
@Kagemaru
Yep...I have a link, but I was wrong; it takes RSX 5ms to do 2xMSAA...not 6ms:
As pertains the memory saving, you are right; I should have stated "up to 18 MB," but at anyrate wouldnt MLAA be less memory intensive than MSAA and save fill rate as well?