DuckThor Evil
Legend
Why does it have to have a special worded definition?
It's 1152x640p and I think that includes all the necessary information.
It's 1152x640p and I think that includes all the necessary information.
. Okay, if you don't rate 1180x640 as HD, what do you call it?
How much 'HD' is used on PC displays? Is 640x480 HD? Is 1024x768 HD? What about 1200x1024? Or 1600x1200? Or 2560x1600? Resolution is variable and from a technical POV it's naive and ignorant to group it into broad and disparate terms.
Okay, if you don't rate 1180x640 as HD, what do you call it?
I thought it was ED? Enhanced Definition?
I think, as I understand it, it was something of a compromised solution. They're not using tiling for whatever reason (tiling hasn't really benefited XB360 as were hoping) and they felt the FP10 solution wasn't adequate to manage HDR in a single framebuffer. I'd like to see comparison shots of FP versus two-buffer HDR.H3D of course . I´m still trying to find an answer to what really happend here, the HDR thread on Halo HDR (H3DR?) gives more questions than answers, it seems they choose expensive HDR solution to achive.. what exactly?
I think, as I understand it, it was something of a compromised solution. They're not using tiling for whatever reason (tiling hasn't really benefited XB360 as were hoping) and they felt the FP10 solution wasn't adequate to manage HDR in a single framebuffer. I'd like to see comparison shots of FP versus two-buffer HDR.
I just have this "there have to be more to this" feeling about all this. Maybe something went wrong during the development or maybe the deadline forced them to do something "fast". If the guys in the know here (like you) would have said "ahh that is why.. smart move" then i could understand but they seem just as bewildered as me
Xbox 360 GPU Utilization: Past, Present, and Future
Speaker: Michael Dougherty
How is the Xbox 360 GPU utilized by top-selling games? We show detailed GPU utilization patterns from our top titles. Game designers and programmers can use this information to set scene complexity expectations from real-world–derived statistics. We also discuss where there is room for growth in the future and how to optimize for resource utilization at the macro level.
From the Trenches: Xbox 360 Development War Stories
Speaker: Kutta Srinivasan
This talk covers a number of different topics in CPU/GPU optimization based on experiences drawn from Crackdown, Gears of War, and Halo 3. One major topic is antialiasing (with and without predicated tiling) and its impact on performance, visual quality, and latency. Reducing render CPU usage is another major pain point for developers, but the most effective solutions—pre-compiled command buffers and caching systems—are not trivial undertakings. This talk explores issues encountered when implementing such a system. A number of other topics are also discussed, including particle system optimization and post-process optimization.
Advanced Xbox 360 Graphics Techniques Using Command Buffers and Predicated Tiling
Speaker: Matt Lee
[font="] Two holidays after the launch of Xbox 360, title developers are still squeezing graphics performance out of the Xbox 360 CPU and GPU using the powerful and often daunting predicated tiling and command buffer Direct3D APIs. In this talk, we examine the inner workings of commonly misunderstood APIs so you can make best use of their functionality. Come see tricks from real game titles, such as how advanced state inheritance can allow render target flexibility with command buffers.[/font]
swaaye said:Are there any games that tile, btw? Almost 3 years in and still little, if any, tiling. Obviously something is not so pretty there.
i answered that in a post that got deleted (donno i thought it was a bit funny)Okay, if you don't rate 1180x640 as HD, what do you call it?
Kind of surprised you asked if there are any games that title tbh.
Are there any games that tile, btw? Almost 3 years in and still little, if any, tiling. Obviously something is not so pretty there.
wow i hope that definition is not going in the b3d glossary (might wanna stick in a definition for 'actual ingame screenshots' while youre at it )
so 640p is HD?, ie come on seriously ppl, you cant keep shifting the goalposts
heres a couple of wiki page for HD
http://en.wikipedia.org/wiki/High-definition_video
http://en.wikipedia.org/wiki/High-definition_television
you might wanna correct the entries there
This I can agree with. It seems reasonable to assume MS's goal was basically "free AA", and the fact that we aren't getting it that frequently seems to point to a misjudgement on MS/ATI's part. That is the unfortunate part . . . not what Halo 3 *doesn't* do.I don't blame the devs for this, I think the design is flawed. Thankfully it doesn't ruin everything and the games are still pretty and enjoyable, but the one thing it was supposed to do was to give a basically free AA at 720p and here we are playing the biggest first party game at 640p and no AA... To me that's not a problem on the screen, I love the game, but looking at this whole situation as a design decision, it's safe to say that things went to hell with this system.
Why was my post deleted? want me to start up a "Halo 3 reviews" thread? Better yet, just point me to an existing Halo3 reviews thread and I'll post it there since it's a conclusion to an earlier review.