Image Quality and Framebuffer Analysis for Available/release build Games *Read the first post*

Discussion in 'Console Technology' started by Farid, Nov 7, 2008.

  1. shredenvain

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    That is an interesting resolution. How do you calculate the horizontal? I have found plenty of info on the web about pixel counting the vertical, but very little for the other. You can PM me the details if you want I am very interested in learning.
     
  2. London-boy

    London-boy Shifty's daddy
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    So, not that it matters but the Xbox One version is not 1920*1080? Didn't Ubi confirm it would be 1080p on both platforms?
     
  3. HTupolev

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    You pixel-count the horizontal exactly the same way you do with vertical, but with jaggies on the opposite axis.

    Or: If you rotated an image 90 degrees and did a vertical pixel-count, that's the same as a horizontal pixel-count of the original image.
     
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  4. Globalisateur

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    Here we have 34 horizontal edges (steps) for a 46 pixels wide image:

    [​IMG]

    34 * 1920 / 46 = ~1419

    Hence my ~1400x1080 approximation.
     
    #2104 Globalisateur, Nov 20, 2014
    Last edited: Nov 21, 2014
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  5. Rangers

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    Wouldn't 1440X1080 be more likely?
     
  6. shredenvain

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    Thank you for the explanation sir.
     
  7. Arwin

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    Yes, I can post again! :) (sorry, couldn't post for a week, glad it works now)
     
  8. DieH@rd

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  9. Arwin

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    Yes, there are some moments that have a good amount of detail, most notably at slow-motion sections and when at terminals. When there's a lot of action, the game has motion blur and depth of field like crazy. My every much still in training eye says Full HD.
     
  10. DieH@rd

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    After trying to find some clear screenshot of aliasing, I have come to conclusion that almost all visible aliasing is down to the specular shader shimmer that ruins just a few surfaces per questionable shot. Rest of the game looks smooth.

    Finding those shots was not a easy job, game is post processed as hell [but it looks awesome :D].
     
  11. Globalisateur

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    Quick pixel counting shows the first screenshot runs at a roughly 1920x1080 resolution, which should be most probably the precise resolution of this build.
     
  12. AlBran

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    Pretty unfortunate, especially where the Bat tank is concerned. The footage earlier this year was pretty atrocious with the specular.
     
  13. Butta

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    Has anyone checked native res of Super Smash Bros Wii U?
     
  14. AlBran

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    hm... The PR shots thus far haven't deviated from 1080p (no AA).
     
  15. shredenvain

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    Question. When a game has a strange resolution like 1440x1080 on FC4 how does it upscale to 1080p without skewing the picture?
     
  16. Graham

    Graham Hello :-)
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    you have to set your TV to 4:3 for it to look right.
     
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  17. AlBran

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    I thought it was a Kwik-E-Mart thing.
     
  18. HTupolev

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    Anamorphic buffers.

    The image is rendered "squished" so that it looks correct once it's been "stretched" to the display ratio.

    Whether it's correct to call this "squishing" and "stretching" is contextual/debatable/whatever, since there's nothing intrinsically "incorrect" about pixels being situated in screen-space on something other than a square grid.
     
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  19. shredenvain

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    That is what I figured. Thanks for the answer.
     
  20. nightshade

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    Been playing FC4 and man the HRAA has so much temporal ghosting. It's no where near Halo Reach level but it happens everywhere on the screen since the world has so many moving objects (plus the player movement). The sharpness due to HRAA also hurts the image in my opinion. The game is pretty damn good at reducing jaggies but has an oversharpened look while having a blur due to ghosting which makes it look strange. I would still prefer Infamous' SMAA but I guess that is more expensive than HRAA.
     
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