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

Is there a PSN demo? I'm really curious to see what MLAA looks like in a 'racing sim'. Looks really good in the screenshots, but I want to see it in motion.
 
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Anyone have any info on Yakuza 4 in 1080p mode? Seems very sharp.

Now that would seriously surprise me. Already read in quite a few reviews that it's a substantially better looking game that part 3, though, so there's still hope. Part 3 was just horribly blurry, and I'm not the kind of person who gets his panties in a bunch over QAA and the like.
 
Yakuza 4 doesn't look that much sharper than Yakuza 3, they only added the new rain effects and use the same model from cut scene for in game. I want to know Yakuza of the end, the demo on JP PSN looks very clean and seems to be less jaggy.
 
Yakuza 4 doesn't look that much sharper than Yakuza 3, they only added the new rain effects and use the same model from cut scene for in game. I want to know Yakuza of the end, the demo on JP PSN looks very clean and seems to be less jaggy.

Did you try it in 1080p mode? Also, please keep on topic, general Yakuza discussion should be in Yakuza 3 thread.
 
Looks like it. Seems to be done before they add the sunlight too.

Weird... the second shot on 360 has this bloom that nullifies the AA plus you can see the low-res/compression artefact on its sun. :s

don't know what they did ti Shift 2 but compared to S1 there is horrible shimmering everywhere that is clean and crisp in Shift 1.

looks downgraded although the lighting appears to be better/different?

the shimmering (in motion) makes it appear as if there is no AA. Any idea what is going on?
 
don't know what they did ti Shift 2 but compared to S1 there is horrible shimmering everywhere that is clean and crisp in Shift 1.

looks downgraded although the lighting appears to be better/different?

the shimmering (in motion) makes it appear as if there is no AA. Any idea what is going on?
on 360? Because on ps3 could be bad use of MLAA...
 
yes 360 looks horrible IQ-wise compared to S1 but they are using a deferred rendering engine (which I think is new from S1?) and I don't know if the new lighting system has made it worse?

Could be... MSAA on deferred couldn't works if I remember right....
 
They are doing AA (MSAAx4) before post processing, and game is full of PP. So it's kinda similar to UE3 games :)

Too bad MSAAx4 is wasted...
 
Once again a pretty obvious 2D radial blur solution.

Here's a hint: if the light source is right there on the screen, it's almost certainly fake. It can work even if it's just a bit outside the view.

Only times when it's really dynamic is when the rays are running parallel to the screen and the light source is far outside of the view. Like you look forward and there's a rotating fan on the ceiling and light comes straight down. That's a lot harder to fake in 2D (although still possible with a depth map, I'd guess).


Calculating proper volumetrics is still far too slow for any realtime engine, so it's a good bet that no current game is doing it, especially on consoles where the limited resources are already heavily utilized.
 
So it's similar to many other games with godrays (Bulletstorm, RDR, GOW3 etc.)? Alan Wake is the only consoles game with volumetric lighting? :)
 
LBP2 has volumetric lighting with proper 'god rays' (foggy lights), although it's more obvious with soft, volumetric shadows. Although LBP2's volume is very low resolution, so there's a bit of artefacting present. But when it comes to artsy lighting it still holds the crown IMO.
 
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