FXAA on PC was pretty nasty, A lot of ppl recommended SMAA injection mod instead because of the heavy amount of blur with FXAA on. Maybe its even worse on consoles at 720p.
the game just looks blurry on my 670 too, had to switch to SMAA, way sharper and I think it does a better job too.
It's Naughty Dog's presentation. Laugh all you want.
It's Naughty Dog's presentation. Laugh all you want.
It does when you're just trying to get an idea of what is possible. AlStrong says BD2 is taking 3ms for SSAO. We have other games managing SSAO in 1ms. when we have such discrepancies between games, we can if we want consider why they exist, which may be a lot of reason from lack of hardware resources available due to consumption elsewhere, lack of experience or quality by the developers (which also extends to the engine developers when using middleware), poor project management impacting the developers' ability to implement intended features, and whatever other reasons.It makes no sense to compare a studio who only has one platform to worry about to another studio who has to optimize for three different platforms.
It does when you're just trying to get an idea of what is possible. AlStrong says BD2 is taking 3ms for SSAO. We have other games managing SSAO in 1ms. when we have such discrepancies between games, we can if we want consider why they exist, which may be a lot of reason from lack of hardware resources available due to consumption elsewhere, lack of experience or quality by the developers (which also extends to the engine developers when using middleware), poor project management impacting the developers' ability to implement intended features, and whatever other reasons.
I certainly think it's worth noting that Borderlands 2 is lacking a lot of IQ techniques commonplace on console games. It has zero AA, not even post FX, and zero SSAO, and a low framerate and massive tearing to boot on PS3. It's clearly overloading the hardware, but is that due to design choices in the content, or a lack of efficiency in the engine? It'd be interesting to learn where the issues lie, for every middleware engine as they are important components in the console game space now. Sadly, that's hard to thrash out when every such discussion turns into a fanboy war, so I guess we'll never know.
It does when you're just trying to get an idea of what is possible. AlStrong says BD2 is taking 3ms for SSAO. We have other games managing SSAO in 1ms. when we have such discrepancies between games, we can if we want consider why they exist, which may be a lot of reason from lack of hardware resources available due to consumption elsewhere, lack of experience or quality by the developers (which also extends to the engine developers when using middleware), poor project management impacting the developers' ability to implement intended features, and whatever other reasons.
I certainly think it's worth noting that Borderlands 2 is lacking a lot of IQ techniques commonplace on console games. It has zero AA, not even post FX, and zero SSAO, and a low framerate and massive tearing to boot on PS3. It's clearly overloading the hardware, but is that due to design choices in the content, or a lack of efficiency in the engine? It'd be interesting to learn where the issues lie, for every middleware engine as they are important components in the console game space now. Sadly, that's hard to thrash out when every such discussion turns into a fanboy war, so I guess we'll never know.
360 version has DOF, but interestingly the screen they took doesn't.
http://images.eurogamer.net/2012/articles//a/1/5/1/5/7/2/8/PS3_010.jpg.jpg/EG11/resize/1280x-1
http://images.eurogamer.net/2012/articles//a/1/5/1/5/7/2/8/360_010.jpg.jpg/EG11/resize/1280x-1
The EG faceoff said it was absent, but I didn't check the pictures. Edit: Not absent, but pared back. Their example photos show DOF blur non-existent on XB360 for the two examples, but clearly it's a feature present in the game to some degree.360 version has DOF, but interestingly the screen they took doesn't.
http://images.eurogamer.net/2012/articles//a/1/5/1/5/7/2/8/PS3_010.jpg.jpg/EG11/resize/1280x-1
http://images.eurogamer.net/2012/articles//a/1/5/1/5/7/2/8/360_010.jpg.jpg/EG11/resize/1280x-1
It does when you're just trying to get an idea of what is possible. AlStrong says BD2 is taking 3ms for SSAO. We have other games managing SSAO in 1ms. when we have such discrepancies between games, we can if we want consider why they exist, which may be a lot of reason from lack of hardware resources available due to consumption elsewhere, lack of experience or quality by the developers (which also extends to the engine developers when using middleware), poor project management impacting the developers' ability to implement intended features, and whatever other reasons.
I certainly think it's worth noting that Borderlands 2 is lacking a lot of IQ techniques commonplace on console games. It has zero AA, not even post FX, and zero SSAO, and a low framerate and massive tearing to boot on PS3. It's clearly overloading the hardware, but is that due to design choices in the content, or a lack of efficiency in the engine? It'd be interesting to learn where the issues lie, for every middleware engine as they are important components in the console game space now. Sadly, that's hard to thrash out when every such discussion turns into a fanboy war, so I guess we'll never know.
It's not a case of 'harping on' if you're asking for understand of why games differ. That's one of the principles to anyone wanting to discuss games/realtime graphics technology. How was this effect achieved? How does it vary with that other developer? What are the trade offs, the advantages, the difficulties faced? If an exclusive titles manages a tech, their RnD effort may be applicable to other titles, such as GOW spearheading MLAA on PS3 and that becoming a part of the PS3's libraries for devs to use. So if ND implemented SSAO into 1ms, it'd be nice to know how, and how that compares with Gearbox's efforts, and whether Gearbox could have integrated the tech themselves.I understand there is a point in showing what a piece of hardware is capable of, but you know resources and time are not finite. So comparing a exclusive studio to a 3rd party studio is largely pointless in this sense. Or should we start harping on every 3rd party game, that has to spread their resources to multiple platforms, for not reaching graphical standards set by exclusive titles?