Digital Foundry Article Technical Discussion Archive [2011]

Status
Not open for further replies.
This screens are causing some lulz worthy comments here, that's for sure. PS2, N64, what's next... Atari 2600? :D
 
Hey now! I never explicitly said here, but with all the hyperbole being thrown around there's not much technical discussion going on atm. :LOL:

Anyway so few games...well racing games I mean employing dynamic framebuffers. Any thoughts?

Probably because few games render above 720p so cant afford to drop many pixels from there. at 1280x1080 they can drop resolution quite a bit without such a significant drop in IQ.

Wipeout HD is another racer that that uses a dynamic framebuffer but again its a 1080p game.

I predict that next gen when dynamic framebuffers will be used much more often.

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.

Ive found it impossible to find any other non sony PR 1080p shots of this game. Unusual since there is a demo out that everyone with a PS3 has access to. Dont know if my word means much, but i can assure you the game has very good IQ, whereas the IQ in that pic is indeed horrible. Id hold off on IQ analaysis until we can get some new pics.

This screens are causing some lulz worthy comments here, that's for sure. PS2, N64, what's next... Atari 2600? :D

In 3D mode it looks very Virtual Boy to me...

nintendo-virtual-boy.jpg
 
Last edited by a moderator:
I predict that next gen when dynamic framebuffers will be used much more often.

When most people couldn't tell the difference between the lower res buffer and the higher res buffer, I'm not so sure this will happen. I would imagine sticking with the lower res buffer and applying more effects to the remaining pixels would have a more positive impact for most people. :smile:
 
Well, at some point you'll need to fix the resolution as an upper bound for memory considerations, so it's actually not a bad idea to have the ability to switch to lower resolution rendering (be it the entire frame or specific effects) as there's undoubtedly going to be the oddball event that sees the framerate dip below the target render time for several frames. Depending on the game, they could even hide the lower res by bombarding the player's screen with *cough* "cinematic" post effects (bloooooom, motion bluuuuuur :p).

One of the reasons you don't see it used as much for the entire frame on 360 is because of a quirk with the hardware scaler necessitating a couple frames delay when changing resolution so there are limited situations where it shouldn't interrupt the gameplay experience (cut-scene transitioning with black screens for instance). Although if they're software scaling (for whatever reason), it becomes a different problem.

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++++).
 
MLAA seems to look better than 4x MSAA, at least in these pics:

360_009.jpg.jpg


PS3_009.jpg.jpg


He mentions the 360 has a more consistent IQ but it does seems so by looking at the pics...was there a mix-up?
 
Last edited by a moderator:
The line right to the front wheel is looking better on the X360 version IMHO. Other parts look better with MLAA but I'm not sure how it'll work with movement...
 
Looking at the videos paints a completely different picture. Compared to 4xMSAA, MLAA sometimes produces better results, sometimes worse, but the popping in more distant cars is very evident and annoying. Interestingly I think that the X360's MSAA must have something wrong with it too, it should be a bit cleaner IMHO - could there be an issue with the engine, ie. deferred lighting or so, that interferes with the process?

Anyway, the clear conclusion is that for a title like this, MLAA is definitely not the best solution at all. I wonder how TFU2's DLAA would fare with the content.


Also, the compression artifacts and banding on the headlight lensflares on the X360 destroy the effect completely and utterly, it looks as if there was a piece of transparent paper attached to the front of the car.
 
Yeah, if you look at dem legs in this screenshot it looks like they mucked up the MSAA swizzle that happens in edram. A lot of edges in this shot are very messy when they shouldn't be. Wonder how that made it through QA.
 
Screenshot viewer is an epic fail for me on Opera so I don't really look at all of them...

Anyway, if the 4xMSAA has such an obvious bug in the implementation, then it's safe to assume that a correctly working version would reduce flickering and popping edges significantly, compared to MLAA.
 
Yeah, the small details in the background really are a problem with MLAA... but actually... I still find it better than only 2xAA or QAA.
 
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...
 
They say it's fully deferred..would that be a cause? Also deferred rendering, 720p, 4xMSAA on 360...the first of it's kind?
 
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).

Hmm... This is from the dev? Accoding to this Shift 1 has QAA (not MSAA+blur filter) on PS3 and it's not MSAAx4 used on 360 in S2 :???:

Or maybe I'm reading this wrong :D
 
According to this Shift 1 has QAA (not MSAA+blur filter) on PS3

Yes... QAA. Where did you see blur filter?

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...

I just click on "view full resolution" then middle click to open in new tab.

Or maybe I'm reading this wrong :D
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.
 
link to DF Shift 2 comparison

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.

thanks for the discussion on this guys... been wondering for two weeks now if they broke their system or just made a bad decision (no choice based on night racing?) compared to S1

in motion S2 has a lot of edge shimmering (360 on 50" tv) but night looks good
 
Status
Not open for further replies.
Back
Top