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

Looks like 4x AA, the best pic to look at is the one with the city and overly bright background, as such color contrasts usually make jaggies stand out (like how you can really see a lot of jaggies in ME)
 
no it does not, the MGS4 tech article stated that they can not get AA and HDR to work, most if not all 3rd party games dont have HDR and AA on the PS3. Some JP games use temporal AA, which really isnt the best solution because it actually ruined the image quality if its poorly used and I dont consider is as true AA personally. All the first party game use nao32 I believe, we will see how the PS3 version of RE5 goes when the demo comes out on the 18th in JP PSN. Don't have high hope for it tbh. I dont want to pick up the game for 360, because my friends only have a PS3 and I also dont have xbox live for co-op.

does Sony's 1st party game MLB 08 The Show use nao32?

it runs at 1280x720 (2xAA) 60fps.... and I'm presuming it uses HDR..... can someone correct me if I'm wrong....thankx...
 
does Sony's 1st party game MLB 08 The Show use nao32?

it runs at 1280x720 (2xAA) 60fps.... and I'm presuming it uses HDR..... can someone correct me if I'm wrong....thankx...

I believe GT5P, Uncharted, Motorstorm games all use nao32 to get AA to work, all other 1st party games probably do the same. If Capcom use nao32 for the PS3 version then I can see they should have atleast 2X MSAA instead of the cheap temporal AA trick. So far the gameplay video of the PS3 version on xplay looks very clean, even with the poor quality compression you can tell.
 
I believe GT5P, Uncharted, Motorstorm games all use nao32 to get AA to work, all other 1st party games probably do the same. If Capcom use nao32 for the PS3 version then I can see they should have atleast 2X MSAA instead of the cheap temporal AA trick. So far the gameplay video of the PS3 version on xplay looks very clean, even with the poor quality compression you can tell.

The PS3 version of RE5 looks very clean as well. I think both are using 4xAA.
 
RE5 seems to be using using variable AA, from no AA to 4xMSAA depending on what is happening onscreen. At least that's the impression I got from the 360 demo.
 
I got the PS3 version of BioShock.

I did the 1.1 patch, and with the blur filter gone, the game looks just as sharp as the 360 version, and the badly pixelated Big Daddy look 'normal' now.

Which is all good of course, however it was clear that some compromises were made.

I discovered that some of the objects have been removed, which I had noticed when I was doing the comparison with the 360 version, and I had to download the PS3 demo to confirm this.


http://www3.telus.net/public/dhwag/0A.JPG
http://www3.telus.net/public/dhwag/0B.JPG

the blood spill on carpet is gone

http://www3.telus.net/public/dhwag/1A.JPG
http://www3.telus.net/public/dhwag/1B.JPG

the corspe, blood, and the machine gun are gone all together.

http://www3.telus.net/public/dhwag/2A.JPG
http://www3.telus.net/public/dhwag/2B.JPG

the security camera is no more

http://www3.telus.net/public/dhwag/3A.JPG
http://www3.telus.net/public/dhwag/3B.JPG

the Bid Daddy look good now

And one more thing, the retail version of BioShock provides the frame rate unlock option similar to the one found in the 360 version, however the things work differently.

On the 360 you get smoother frame rate with the horrible screen tearing, where the PS3, the V-Sync option remains, but it just removes frame rate cap, which I believe is around 25.

With the option turned on, the game runs generally smoother than the 360 version with the frame rate lock on (30fps), but the drop in frame rate becomes more noticeable.

I got my copy just for the DLC, but I'm glad that the changes were made to make the game as good as the 360 version if not better (smoother frame rate with V-lock)
 
forget about what I said about the deleted objects after the 1.1 patch on the PS3 BioShock.

It was after all, just a difference between the demo and the retail

(lazy me, I was just using demo for the comparison :cry:)

I tried the retail version of the 360 BioShock, and it was clear that nothing was deleted.

http://www3.telus.net/public/dhwag/0B.JPG
http://www3.telus.net/public/dhwag/0C.JPG

http://www3.telus.net/public/dhwag/1B.JPG
http://www3.telus.net/public/dhwag/1C.JPG

http://www3.telus.net/public/dhwag/2B.JPG
http://www3.telus.net/public/dhwag/2C.JPG
 
I've removed the subjective 'Does it look better' talk. That is not technical analysis on any level and not welcome in this thread.
 
I got the PS3 version of BioShock.

I did the 1.1 patch, and with the blur filter gone, the game looks just as sharp as the 360 version, and the badly pixelated Big Daddy look 'normal' now.

Which is all good of course, however it was clear that some compromises were made.

I discovered that some of the objects have been removed, which I had noticed when I was doing the comparison with the 360 version, and I had to download the PS3 demo to confirm this.


http://www3.telus.net/public/dhwag/0A.JPG
http://www3.telus.net/public/dhwag/0B.JPG

the blood spill on carpet is gone

http://www3.telus.net/public/dhwag/1A.JPG
http://www3.telus.net/public/dhwag/1B.JPG

the corspe, blood, and the machine gun are gone all together.

http://www3.telus.net/public/dhwag/2A.JPG
http://www3.telus.net/public/dhwag/2B.JPG

the security camera is no more

http://www3.telus.net/public/dhwag/3A.JPG
http://www3.telus.net/public/dhwag/3B.JPG

the Bid Daddy look good now

And one more thing, the retail version of BioShock provides the frame rate unlock option similar to the one found in the 360 version, however the things work differently.

On the 360 you get smoother frame rate with the horrible screen tearing, where the PS3, the V-Sync option remains, but it just removes frame rate cap, which I believe is around 25.

With the option turned on, the game runs generally smoother than the 360 version with the frame rate lock on (30fps), but the drop in frame rate becomes more noticeable.

I got my copy just for the DLC, but I'm glad that the changes were made to make the game as good as the 360 version if not better (smoother frame rate with V-lock)

I am not sure about compromises. Are you comparing images from the demo with the patched full gamed?

There were differences between the demo and 1.0 version of the game anyways but I am not sure if they were exactky compromises. The one with the missing machine gun and corpse for example if I recall were missing whem I played the game in 1.0 too. Some things were probably conveniently placed for the purposes of the demo such as giving the chance to players try the machine gun in the demo whereas it wasnt available in the same area in the full game
 
Insomniac Games updated their R&D page with some new articles, I did a quick scan and didn't see that it was posted here before.

In February, we gave a presentation to the Sony first-party studios on how we progressed during the development of Ratchet and Clank Future: Tools of Technology. The purpose of these presentations is to share with other developers and to give hints to the things that improved our development process. And not just our engine or tools technology, but anything that we think might be helpful. I've culled out a few slides due to NDA, as well as a couple that might have caused forum meltdowns. But otherwise, this should hopefully provide a good inside look into some of our processeses as well as the tech changes we made during RCF.

http://www.insomniacgames.com/tech/articles/1108/files/Ratchet_and_Clank_WWS_Debrief_Feb_08.pdf

and this http://area.autodesk.com/index.php/ext_stories/insomniac_interview/ an interview with a senior character artists. It mention number of tris used for the models etc. 60K for the big bosses and on average 5K to 10k on the models.
 
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