Digital Foundry Article Technical Discussion Archive [2011]

Status
Not open for further replies.
god I hate games that support DTS doesn't set to DTS by default. No way ppl can find out since they don't show it on the box.
 
Poor Grandmaster...stupid Gaf is in full conspiracy theory mode:LOL:

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:D
 
Last edited by a moderator:
Poor Grandmaster...stupid Gaf is in full conspiracy theory mode:LOL:

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:D

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

Same for shadows.
Xbox 360's dithered look should be more realistic - and indeed it is... at range.

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
 
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.
What's your definition of motion capture? 3D World calls it facial motion capture which seems accurate to me.
 
I'd define motion capture by the resulting data - something that can be used drive a character rig, body or facial (although I'd add virtual cameras to it, too).

MotionScan delivers texture and geometry data only, and you can't retarget it, you can't change it in any meaningful way. It's like you've recorded video, all that you can do is to play it back. A very limited use, but more or less sufficient for LA Noire.
(although lack of dynamic eye movement is still disturbing IMHO, characters can't be made to look at anything)
 

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.
 

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.
 
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.

I agree. Also, no mention of GI(realtime?) especially after it being a huge talking point for C2.
 
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.

Yeah, it's a tough call as to which is better. Couple of things I noticed regarding the SSAO.

1) This a thin black outline around the lady, it's especially noticeable on her left side...you can see that the white bed. On the collar of her dress. It makes it seem really puffy.

2) There's some really crude shadow or SSOA like feature near her right hand in the 360 shot, but not on the PS3.

3) under the ambulance door, there's a dark outline on the PS3 shot, but on the 360 it looks weird...kinda of a slight glow?

4) On the PS3, it doesn't seem like the SSAO is factoring in if the object is close by each other or not...base on point #3.


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.

There's no question about this for me...The PS3 is better with the shadow here. I'm looking out my window right now, and seeing the shadows aren't so blurred as in the 360 shots. I guess it depends on how strong the spot light is. Because you right, inside the office the shadows are fuzzier.
 
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...

It's very clearly in existence from a number of shots I've seen.

I am not sure... it seems a lot of edges on 360 don't seem to receive any SSAO at all.
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.
 
It's very clearly in existence from a number of shots I've seen.

Yeah well... I haven't really seen them. The link posted above seems to show it, but others don't. So what is it, really?

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.

Smaller or nonexistant? As I said, the left door on the Ambulance seems receive NO AO at all on 360. I know that PS3s implementation is a bit exaggerated, but the 360 shot... There simply is none at all. If 360 has AO, why is it missing there?
 
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.

Just picture a sphere around a pixel with the AO darkening dependent on the occlusion (from surfaces) within it. The angle of surfaces and the size of the sphere will play a role here obviously.

Again, it's not about receiving, it's just the contribution isn't enough to darken the area. On PS3, it's up the wazoo, on 360 it's arguably too little/too subtle for screenshots. It's much more obvious in motion. Overdarkening is hardly correct, nor is darkening half a foot around the contacted surfaces. AO is supposed to be subtle - it's a low frequency lighting term.
 
Status
Not open for further replies.
Back
Top