That's said, keyn does seem to have a valid question. 2xAA is free - so why isn't it used? GeOW didn't use it because of UE3's lighting engine. Why isn't H3 using free AA?
IIRC nao32 (aka funky colorspace) doesn't work well on 360?
(all of this should be in the other thread!)
So they're fitting both RT's into the eDRAM simultaneously?
1) nAo32 doesn't need a GPU with really good pixel shader performance - as long as it's SM2+, it can do nAo32. The hit on the GPU will be more noticeable with lower performance hardware, but depending on the choice of art direction and cost of pixel shaders, nAo32 may be an option even on medium spec hardware.
2) 'Second Party' doesn't really exist. Ninja Theory is an independent developer who started work on HS and Sony paid them to develop it for PS3 exclusively. I don't know if the contract was extended to further games or not. Verification that XB360 can handle nAo32 comes from looking at the released specs. If you can run SM2+ shaders, you can use nA032, which Xenos can.
IIRC nao32 (aka funky colorspace) doesn't work well on 360?
Xenos doesn't support 32 bit floating point blendingIt's not that it "doesn't work well", the issue is "do you need it when your target GPU already supports MSAA and blending for a 32-bit floating-point format?".
I also wonder how many PS3 users would have preferred Heavenly Sword to render at 640p with a more stable framerate.
Probably many users would have liked such a trade off, even though I doubt it would have made the game run that much faster.I also wonder how many PS3 users would have preferred Heavenly Sword to render at 640p with a more stable framerate.
Not I. The frame rate was fine for the game play, only the cutscenes stuttered sometimes. Some reviewers reviewed non-final copies, I think Gamespy even re-reviewed it and raised the score since the frame rate was improved.
I'm talking about local guys here; practically every single one of them, no matter how big a Sony fan, has complained about the frame rate.
The question is, why use this method for HDR? What's wrong with FP10 or FP16? The choice to fit two separate renders at the same time seems a strange compromise. Also why not use tiling to render both buffers with AA in pieces? Also couldn't MEMEXPORT directly export an HDR component to a separate buffer?As I understand, having two render targets means that Halo3 has the following options:
If you say so. Did you also play the game, or are you just cherry picking other's opinions and generalizing? I finished the game and in no way did the frame rate interfere with the game play.
The question is, why use this method for HDR? What's wrong with FP10 or FP16? The choice to fit two separate renders at the same time seems a strange compromise. Also why not use tiling to render both buffers with AA in pieces? Also couldn't MEMEXPORT directly export an HDR component to a separate buffer?
The question is, why use this method for HDR? What's wrong with FP10 or FP16? The choice to fit two separate renders at the same time seems a strange compromise. Also why not use tiling to render both buffers with AA in pieces? Also couldn't MEMEXPORT directly export an HDR component to a separate buffer?