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

I dont know if this was pointed out but theres much better shadow filtering on the ps3 version
COD2.jpg

also a little bit of zfighting on the xbox360 version in the above shot (though the ps3 version prolly also suffers but just not in the above shot)
 
What`s causing this ? I saw similar artifacts in Forza3 when car shadows stretch out as the sun hits at a low side angle.
 
I dont know if this was pointed out but theres much better shadow filtering on the ps3 version

It's just *bilinear on PS3*, *PCF-ish weird thing on 360*

edit number something: PS3 is PCF with low number of taps.

They're doing something weird on 360 that tries to be PCF of some sort, but much lower sampling/gradations. A 2x2 filter perhaps?

The image quality is somewhat peculiar depending on occluder/receiver distances though. The 360 falling apart at extreme cases as shown above, but at other times, it has the appearance of an upscaled polygon edges versus *rounded* jagged edge, if you could call it that. I'll try to get a pic of what I mean.

Edit: attached pics... click to enlarge...

What`s causing this ? I saw similar artifacts in Forza3 when car shadows stretch out as the sun hits at a low side angle.

Inadequate filter or insufficient # of taps or sampling for those.
 

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A different result depending on the POV/angle/condition...

Better illustration of what I mean... (Click)



It's just a strange difference.
 
why bloom is not present on ps3 version it cant be so expensive even old xbox games had bloom. I know it dosent change the general look of the game drasticly but it sure look nicer with it.
 
I dont know if this was pointed out but theres much better shadow filtering on the ps3 version

Much better across the board or in certain areas? I have read conflicting comments regarding shadowing in both versions.
 
Just a heads-up: bringing PC facts into a console TECHNOLOGY forum has merits. Often, the only way to properly analyse which console version's image quality is "correct" is through the PC version. Having said that, there's no need to point out the PC version of a game is better; let's stick with the technology.
 
They're doing something weird on 360 that tries to be PCF of some sort, but much lower sampling/gradations. A 2x2 filter perhaps?
I know nvidia had a patent on shadowmap filtering but I thought there was a workaround that you could do with ATI?
I have seen the xbox360 method before with my shadows I forget now exactly why it was caused

Much better across the board or in certain areas? I have read conflicting comments regarding shadowing in both versions.
shadow filtering is gonna be much more apparent closer to the camera

WRT bloom
Ive always been of the opinion only use a bloom buffer, or else the
A/ the scene will look washed out (I can point out parts in MW2 where you cant see the detail of the wall cause its washed out by the bloom)
http://www.gamedev.net/community/forums/topic.asp?topic_id=522967

At the end of the day the differnce between the versions is minimal (compared to most other cross platform titles)
 
That is quite some difference in lighting. Also PS3 skybox texture seems to have banding (or maybe bad capture).

http://www.gameswire.net/comparison...ation 3_278-0008-17033996_Xbox 360_stack.html

Here to. Just imagine these in full HD with AA and TSAA, amazing!:smile:
http://www.gameswire.net/comparison...ation 3_278-0024-92575988_Xbox 360_stack.html
http://www.gameswire.net/comparison...ation 3_278-0022-85220642_Xbox 360_stack.html

FP10 vs. standard INT8 perhaps?


Just a heads-up: bringing PC facts into a console TECHNOLOGY forum has merits. Often, the only way to properly analyse which console version's image quality is "correct" is through the PC version. Having said that, there's no need to point out the PC version of a game is better; let's stick with the technology.

On that note the PC version seems to be using the same quality/technique for shadow filtering as the 360 version, despite the PS3 implementation looking nicer (to my eyes at least).

See here (some good comparison shots here between all three versions, well worth a look):

http://www.pcgames.de/aid,699195/Mo...owser&image_id=1220187&browsersize=fullscreen
 
On that note the PC version seems to be using the same quality/technique for shadow filtering as the 360 version, despite the PS3 implementation looking nicer (to my eyes at least).

See here (some good comparison shots here between all three versions, well worth a look):

http://www.pcgames.de/aid,699195/Mo...owser&image_id=1220187&browsersize=fullscreen

The PC version shadows upclose/dist look atleast like PS3, just saw it (ATI 4xxx series). Depending on angle and part the shadow LOD varies from sharp to blurry but not looking 'unfiltered'. :)

Not mine and dont know settings but the shadows are visible.
http://www.nvnews.net/vbulletin/showpost.php?p=2122072&postcount=3144

FP10 vs. standard INT8 perhaps?

Perhaps but the bloom is also gone for PS3.
 
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correct me if I'm wrong: the PC lacks SSAO (not that it's in the consoles but with more powerful hardware, it should be a standard).

Sadly only Nvidia users can force it on by brute force. Though baked in SSAO would still be nice across platforms.
 
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