Hate against a company/product is a strong motivator to vote on polls.
hey look at that, we agree! :smile:
Hate against a company/product is a strong motivator to vote on polls.
Sure, a lot of people will believe so. But this is a tech forum, it's not about what you believe, it's about the facts, what you can prove and demonstrate. It's not about game X > game Y. I think it's more about understanding what the games are actually doing under the hood. So comments like "X has more than Y because that's what I see and it's my opinion bla bla" are really out of place.A 2009 game vs. a 2011 beta. Do you really think KZ3 vs C2 will be any different? KZ3 will be judged to be the better looking game by a vast majority, unless it's the PC version of C2 of course.
This is quite the misconception. Threads go like this:For each "Exclusive fan coming out of the woodwork to defend against a challenger", there's a Sony/PS3/Blu-ray hater who makes it his life mission to shit on each and every PS3 exclusive, so you can't really say that or know which group has more members.
No, theatre mode definitely adds proper MSAA instead of TAA, it's far cleaner than gameplay.
For each "Exclusive fan coming out of the woodwork to defend against a challenger", there's a Sony/PS3/Blu-ray hater who makes it his life mission to shit on each and every PS3 exclusive, so you can't really say that or know which group has more members.
You really don't know what a game is doing under the hood unless the developers explain it themselves, and in the end it does not matter. What matters is how the end product looks, because that's how it's judged by the masses, who don't know anything about basic stuff like resolution and framerate, let alone concepts like GI, MLAA, etc. The masses have judged KZ2 to be superior looking to C2 in this case, and since KZ3 looks even better than KZ2, there's no contest.Sure, a lot of people will believe so. But this is a tech forum, it's not about what you believe, it's about the facts, what you can prove and demonstrate. It's not about game X > game Y. I think it's more about understanding what the games are actually doing under the hood. So comments like "X has more than Y because that's what I see and it's my opinion bla bla" are really out of place.
I thought I read somewhere that MLAA doesn't blur textures?
edit: I think in this article somewhere:
http://www.hardocp.com/article/2010/...ce_iq_review/7
A comparison from one MP level versus an entire game...
Then why is ghosting still present in theatre mode? Because of the TAA that's why.
Also, Bungie has said that they used theatre mode to help find performance spikes. Why would they add something to theatre mode that would further hinder performance? Their reason for avoiding MSAA during gameplay still applies to theatre mode, unless you believe they add tiling support for theatre mode only.
Theatre mode is the same in Halo 3, ODST, and Reach. They take game code recorded during your play session and play back that code in real time. This isn't like a replay mode from a racing game where they do add on AA at the cost of half the frame rate.
I thought I read somewhere that MLAA doesn't blur textures?
The trickier issue to solve is dealing with lack of sub pixel data, but some smart dude someplace is probably working on that one as we speak
Subpixel Reconstruction Antialiasing (SRAA) combines single-pixel (1x) shading with subpixel visibility to create antialiased images without increasing the shading cost. SRAA targets deferred-shading renderers, which cannot use multisample antialiasing. SRAA operates as a post-process on a rendered image with superresolution depth and normal buffers, so it can be incorporated into an existing renderer without modifying the shaders. In this way SRAA resembles Morphological Antialiasing (MLAA), but the new algorithm can better respect geometric boundaries and has fixed runtime independent of scene and image complexity. SRAA benefits shading-bound applications. For example, our implementation evaluates SRAA in 1.8 ms (1280x720) to yield antialiasing quality comparable to 4-16x shading. Thus SRAA would produce a net speedup over supersampling for applications that spend 1 ms or more on shading; for comparison, most modern games spend 5-10 ms shading. We also describe simplifications that increase performance by reducing quality.
Those masses you speak of must be a bit blinded by Killzone's exclusiveness. The blurry looking textures alone have always made me wonder why the game is seen in such high regard. Killzone 3 appears to be improved though, it looks less muddy.the masses, who don't know anything about basic stuff like resolution and framerate, let alone concepts like GI, MLAA, etc. The masses have judged KZ2 to be superior looking to C2 in this case, and since KZ3 looks even better than KZ2, there's no conteer.
Those masses you speak of must be a bit blinded by Killzone's exclusiveness. The blurry looking textures alone have always made me wonder why the game is seen in such high regard. Killzone 3 appears to be improved though, it looks less muddy.
Those masses you speak of must be a bit blinded by Killzone's exclusiveness. The blurry looking textures alone have always made me wonder why the game is seen in such high regard. Killzone 3 appears to be improved though, it looks less muddy.
There may be the occasional good texture, but for the most part I have to disagree. In this example, only the floor looks to have an adequate amount of definition:
http://ps3.ign.com/dor/objects/7484...lzone-2-20081209055142421.html?page=mediaFull
The face and some of the rocks are alright, everything else is muddy:
http://ps3.ign.com/dor/objects/7484...lzone-2-20090129014103325.html?page=mediaFull
Wow, You posted a screenshot from MP beta ...There may be the occasional good texture, but for the most part I have to disagree. In this example, only the floor looks to have an adequate amount of definition:
http://ps3.ign.com/dor/objects/7484...lzone-2-20081209055142421.html?page=mediaFull
There may be the occasional good texture, but for the most part I have to disagree. In this example, only the floor looks to have an adequate amount of definition:
http://ps3.ign.com/dor/objects/7484...lzone-2-20081209055142421.html?page=mediaFull
The face and some of the rocks are alright, everything else is muddy:
http://ps3.ign.com/dor/objects/7484...lzone-2-20090129014103325.html?page=mediaFull
Right, that would certainly explain some of the differences.Don't forget that Killzone 2's textures are also QAA'd, which basically blurs everything, not just the edges. That doesn't happen in Killzone 3 thanks to MLAA