Digital Foundry Article Technical Discussion Archive [2011]

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They didn't really use any object motion blur shader, for obvious reasons, but they had did have some sort of implementation that mimicked this particular effect.
Ofcourse it was like a hack..just like their HDR, fur shading and volumetric fog implementation.
 
Quite frankly, it's embarrassing to come back and see another Killzone vs Crysis discussion with people flinging around screenshots without any real technical input other than "it looks good, therefore it's better than some other game for which we do have technical data". We also still seem to be using words from PR as evidence of some heavy tech being utilized when we should be examining the technical matters from an objective point of view, but instead it is again, "that's what she said, so that must be true!"

There is certainly no problem with liking the art style or the end result, but again we are in the tech forums. There is no problem if you think something is impressive, but can we just move along from arguing what one finds impressive and not impressive? Opinions differ: news since the beginning of mankind.

Comparing game tech directly? Sure, one dev does this, how does another dev approach it... Why, what bottlenecks etc. NOT "this game is doing so much more hear me roar. Those devs are lame cuz it doesn't match my game." It's boring, and a waste for these theads.

Please don't hesitate to ask about the tech. I'm sure there are some here who might shed some light on it if they could filter out the rest of the nonsense that seems to occur in this very sector of B3D often enough.
 
The second screenshot on it is more akin to the tessellation example in the BioWare blog though. *shrug* Don't suppose there's a wireframe command. You can sort of see the quad boundaries too if you mess around with the camera.

Looks like proper displacement. IIRC POM is more expensive than the tessellation? Might depend though... *shrug*
displacement.jpg
 
The vid establishes that the MLAA on PS3 is really, really impressive and for the most part it's a match for the PC's top-end anti-aliasing solution (8xMSAA).

I find this VERY hard to believe. Why wouldn't every game jump on the MLAA bandwagon if it's supposedly so good? Or are they only comparing edge smoothing whilst ignoring the temporal artifacting and subpixel issues?
 
The second screenshot on it is more akin to the tessellation example in the BioWare blog though. *shrug* Don't suppose there's a wireframe command. You can sort of see the quad boundaries too if you mess around with the camera.
It's something like pom with silhuettes, it has all the normal artifacts and clearly does not do perfect ray surface intersection.
 
The vid establishes that the MLAA on PS3 is really, really impressive and for the most part it's a match for the PC's top-end anti-aliasing solution (8xMSAA).

I find this VERY hard to believe. Why wouldn't every game jump on the MLAA bandwagon if it's supposedly so good? Or are they only comparing edge smoothing whilst ignoring the temporal artifacting and subpixel issues?

It doesn't work equally well with every game. The type of graphics / style used in Dragon Age 2 is very suitable for MLAA, but already in a game like Killzone 3 you suffer from more artefacts. However, I personally think that in the (pretty large) majority of games for PS3, MLAA is probably a good choice.
 
The vid establishes that the MLAA on PS3 is really, really impressive and for the most part it's a match for the PC's top-end anti-aliasing solution (8xMSAA).

I find this VERY hard to believe. Why wouldn't every game jump on the MLAA bandwagon if it's supposedly so good? Or are they only comparing edge smoothing whilst ignoring the temporal artifacting and subpixel issues?

Watch the video and judge for yourself. The lack of thin, far away detail lends itself nicely to MLAA. Only the ship at the start of the vid shows artefacts on the ropes, the rest is smooth.

If you're just comparing what AA does to the scene (ignoring other issues which can make a game ditch MSAA), games should be jumping on the MLAA bandwagon, if the artwork meshes nicely with it, like in DA2. Something like Killzone 3 would definitely look better with 8xMSAA as it's art is not really a good fit.

edit: beaten
 
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It's something like pom with silhuettes, it has all the normal artifacts and clearly does not do perfect ray surface intersection.

yeah... not the greatest implementation, but I'm certain there's something to be said the texture work in general... :p

Anyways, here's another example on the corner of a pillar (click). I would have expected POM to fail outright in this situation but... hm...



At least in the main courtyard with the tiles, you can pause and see bodies disappear between cracks as well.
 
The vid establishes that the MLAA on PS3 is really, really impressive and for the most part it's a match for the PC's top-end anti-aliasing solution (8xMSAA).

I find this VERY hard to believe. Why wouldn't every game jump on the MLAA bandwagon if it's supposedly so good? Or are they only comparing edge smoothing whilst ignoring the temporal artifacting and subpixel issues?

Do you prefer the aliasing? :???: Anyway, in the right way MLAA is pretty phenomal, GOW 3 prove that. Just tries the game with your eyes ;) Pretty hate the vsync off in the final build on the ps3... I prefer the dips in the demo to the tearing...
 
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Yeah, now you can see that displacement on it's own isn't going to be that amazing either. Withouth dense enough meshes it'll just make things look like a blob.
 
I'm the first who hate that, but it's really a smart & cheap solution who give good edges of smoothness (surely better of 2xmsaa or QAA) & it need particular care or knowledge of its limits to find that so annoying... the first time I have played GOW 3 I was so surprised of the impressive IQ, now everyone know its limits, we care more in what not work than the final results ... but it's the typical problem to be a 'maniac' of perfection. Obviously not avoid to hope in an improving in the near future.

My man I am sure hes talking about tesselation/POM in the pics Alstrong listed and not edge AA methods. Relax. :smile:
 
The vid establishes that the MLAA on PS3 is really, really impressive and for the most part it's a match for the PC's top-end anti-aliasing solution (8xMSAA).

I find this VERY hard to believe. Why wouldn't every game jump on the MLAA bandwagon if it's supposedly so good?

Ask on Linkedin or twitter.
 
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