Poor Grandmaster...stupid Gaf is in full conspiracy theory mode
Richard says SSAO is weak and not as apparent in 360 version,but is there.While in PS3 version (while having larger occlusion radius)its definitely too strong and quite unrealistic and they are "demanding explanation" for not saying "OMG ps3 version looks so much better with SSAO looking like someone took 20 inch paint brusher and painted the edges in black".Huh...
Same thing for shadows...
Even though he says that PS3 is one to get,that PS3 version performs better and is more polished version they still hate on the guy.I think this line really pissed them off "However, factoring in the enormity of the game, it's a credit to Team Bondi that the Xbox 360 version is as close as it is",but I dunno why
Xbox 360's dithered look should be more realistic - and indeed it is... at range.
What's your definition of motion capture? 3D World calls it facial motion capture which seems accurate to me.Also, I'd like to repeat that their facial tech isn't considered to be motion capture, it's not even animation in the strict sense. But it definitely is very effective.
Apparently the texture and voice data takes up 14/5.8 GB on the PS3/X360, would be interesting to learn more about the streaming and compression tech involved in this feature.
PS3 SSAO clearly looks better,so no reason to say it looks dirty and unrealistic.
http://images.eurogamer.net/assets/articles//a/1/3/6/1/1/8/5/360_036.jpg.jpg
http://images.eurogamer.net/assets/articles//a/1/3/6/1/1/8/5/PS3_036.jpg.jpg
PS3 SSAO clearly looks better,so no reason to say it looks dirty and unrealistic.
http://images.eurogamer.net/assets/articles//a/1/3/6/1/1/8/5/360_036.jpg.jpg
http://images.eurogamer.net/assets/articles//a/1/3/6/1/1/8/5/PS3_036.jpg.jpg
I am not sure... it seems a lot of edges on 360 don't seem to receive any SSAO at all. Just compared the door of the ambulance or the fender on the right. The rest (indoor) could just as well be baked into a light map.
Here:
http://images.eurogamer.net/assets/articles//a/1/3/6/1/1/8/5/360_043.jpg.jpg
http://images.eurogamer.net/assets/articles//a/1/3/6/1/1/8/5/PS3_043.jpg.jpg
the left side of the "gate" receives no SSAO on 360 as well.
For all it's worth to me, I see no SSAO on 360 as of yet. No "real" proof. Though I haven't played the game myself yet... sadly, no PC version. Would love to play in 3D.
That's just a mostly subjective issue... to me, I actually think the screenshot with the darker shadows looks like someone put felt insulation on all the edges, and it seems to highlight some of the aliasing with the darker contrasts. I would not use the words "clearly looks better" but rather choose "SSAO preference is subjective to the viewers preferences"
In the examples you picked, I would have preferred the 360 shots. I'm just as sure that there are PS3 shots I would have preferred, but not with those links you listed, and I can't be bothered to find them. I would say that as far as shadows, they're both pretty similar.
For your second set of links (from the EG/DF article), I do prefer the sharper PS3 shadows of the foliage to the fuzzier/dithered shadow edges of the 360. Again, a subjective taste. It doesn't match reality, as when I look in my "real world" environment, I see all shadows have a fuzzy edge -- at least with the light source for the room I'm in.
For all it's worth to me, I see no SSAO on 360 as of yet. No "real" proof. Though I haven't played the game myself yet... sadly, no PC version. Would love to play in 3D.
For all it's worth to me, I see no SSAO on 360 as of yet. No "real" proof. Though I haven't played the game myself yet...
SSAO isn't cast like shadows or lighting. It just simply appears to be that the radius over which the AO contribution is determined is smaller on 360.I am not sure... it seems a lot of edges on 360 don't seem to receive any SSAO at all.
It's very clearly in existence from a number of shots I've seen.
SSAO isn't cast like shadows or lighting. It just simply appears to be that the radius over which the AO contribution is determined is smaller on 360.
If the radius is too small, there's not much contributing to the effect.
Sooo... some corners get AO and some don't because of the (too small) radius? I guess it's rather a bug that some do receive it and others don't.