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curious to see how this will end up on the Pro. Could be nice with 1080P Supasampling/4K. The details on the car models should be close to perfect.
Depends a lot on antialiasing method used, just rendering 1800p buffer and downscaling is really not enough. (1.66 subsamples in dimension per pixel is not good.)curious to see how this will end up on the Pro. Could be nice with 1080P Supasampling/4K. The details on the car models should be close to perfect.
Honestly I can't remember. But we all did make a huge fuss about it on here at the time!Did it actually run at 1080i? I thought they just did a really good job with upscaling the thing. Remember, back in the days before Digital Foundry discovered the 1024x768 (or something like that) resolution in Halo3, we assumed any game was running at the resolution printed on the back of the box. And we were happy
I think it was 540p up scaled.
1080i means sending out 540-line fields at 60Hz. In the case of GT4, these fields did not have very high horizontal res, so you could maybe say it was anamorphically rendered and horizontally upscaled (if we pretend that 1920 is somehow "native" for this context). IIRC the actual pixel rate was almost identical to the 480p60 mode.Or was it 540p interlaced to make it look like 1080i?
1152x640.the 1024x768 (or something like that) resolution in Halo3
IIRC the actual pixel rate was almost identical to the 480p60 mode.
No, i think its the oposite. Something more like what you just said.This is what I remember. Someone involved with the game mentioned how it was barely more pixels than the mode they were already using. It's still impressive regardless.
No, i think its the oposite. Something more like what you just said.
Did it actually run at 1080i? I thought they just did a really good job with upscaling the thing. Remember, back in the days before Digital Foundry discovered the 1024x768 (or something like that) resolution in Halo3, we assumed any game was running at the resolution printed on the back of the box. And we were happy
As for the old Xbox: Barely anyone had a TV that could make use of these kinds of rendering modes back in the day. High res crt tvs more or less skipped Europe entirely. Heck, unless you modded the thing, the European Xbox didn't even support higher resolution displays in the first place.
The debate with Halo 3 was that it rendered two low res images to make that beautiful HDRI effect in the final render. People fretted whether they should have used the power to render a higher res one image instead but the lighting artist in me drooled over the beautiful lighting that two framebuffers brought to the table.Well, Halo3 was certainly the first case of a debate on resolutions which got a more widespread traction. As for the old Xbox: Barely anyone had a TV that could make use of these kinds of rendering modes back in the day. High res crt tvs more or less skipped Europe entirely. Heck, unless you modded the thing, the European Xbox didn't even support higher resolution displays in the first place. As for PCs: they lived in an entirely different bubble during those times.
Yes but at least the RGB mode on PS2 was of very good quality (even RCA was OK).Come to think of it, I actually think the Euro model of the first Xbox didn't even support progressive scan. The best cable you could get for it was the RGB one. At least you could choose PAL 60Hz as default output method. With the PS2, even that wasn't a given.
Did Digital Foundry write an article about classic Gran Turismo games? I didn't read them, because those are the GT games that I got to envy and admire. I also wonder if the famous flawless 60 fps of GT4 were also true or if it suffered from framerate drops.I meant the game overall was still technically impressive even if the 1080i mode was a bit of smoke and mirrors.