Hey now! I never explicitly said here, but with all the hyperbole being thrown around there's not much technical discussion going on atm.
Anyway so few games...well racing games I mean employing dynamic framebuffers. Any thoughts?
Is that legit? Edit: See it is from EG/DF
Looks like upscaled PS2 game. Bluriness is tremendous, lighting, textures/detail is subpar... IQ is horrible. I'll check out more shots.
This screens are causing some lulz worthy comments here, that's for sure. PS2, N64, what's next... Atari 2600?
I predict that next gen when dynamic framebuffers will be used much more often.
Devs could actually cheat a bit if they decide to go with a wider aspect ratio than 16:9 for cut-scenes (black bars cinematic presentation++++).
Screenshot viewer is an epic fail for me on Opera so I don't really look at all of them...
You can't run standard MSAA in the normal way. We used morphological antialiasing on the PC and consoles.
If we didn't have the night racing we could have gotten away with an enhanced Shift 1 render setup with the increased range and contrast and used simple MSAA (4x on 360 and quincunx on PS3).
According to this Shift 1 has QAA (not MSAA+blur filter) on PS3
Epic fail in Firefox too; it shows the large image downscaled whenever I advance to the next, and the menu bar on the left side with the Eurogamer stuff is always on top of the image too. They really should fix it...
It's a curious statement regarding the 360 - if you look at the same image I linked before, you can see just how well the wires are rendered in the background compared to the PS3 version.Or maybe I'm reading this wrong
PlayStation 3 bins the 2x MSAA and additional blur filter of the previous game in favour of an altogether more state-of-the-art approach. Morphological anti-aliasing (MLAA) or something very similar has been utilised instead, and it's fair to say that the overall effect is variable: long clean edges (for example, in the cockpit view) are clearly more smoothed off than they are on Xbox 360. However, MLAA is a screen-space process: it has no access to depth information, so faraway objects with sub-pixel edges actually look considerably worse than they should if they'd been left alone.
The effect in SHIFT 2 can be summed up fairly succinctly - cityscape tracks tend to suffer quite badly from the pixel-popping side-effects of MLAA, while the more organic circuits tend to look just as good as they do on Xbox 360, if not better.