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

what is the AA and res of portal 2 for the PC shot? Looks like theres more white dots / shimmering on the left than PS3 MLAA hehehehe
 
question, are the special effects in the 360 low res like the PS3? If it is then this must be one of the best UE3 game yet. Almost 1:1?
 
question, are the special effects in the 360 low res like the PS3? If it is then this must be one of the best UE3 game yet. Almost 1:1?

They appear to be full res. PS3 uses 1/2 x 1/2 with simple upscale. The only other difference I could tell was a difference in light scale for special effects/fireballs and the sort. It didn't seem to be a gamma issue.

hm... actually, one of the levels I've observed seems to be rendered at a lower resolution on PS3 - 680p (I could only check vertical res). Kind of interesting they bothered to tailor the specific level, though I'm unsure why the particular level would give them problems versus other ones, which are full res. I suppose the frame rate analysis ought to reveal a solid framerate.
 
Also dynamic range is higher on PS3 shot, with the window blinds overbrightened. That's not to say PS3 is HDR, but it's using a wider range of light. 360's light range is more compressed.
It's probably the capture, DF's shots don't show the same difference in colour range. Then again it's most notable on the big red buttons, and I can't find a comparison shot on DF for anything large and red.

EDIT: Nevermind, the same colour differences show up in the comparison vid though not mentioned in the DF article.
 
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I wonder if you understand what HDR means; it appears that there might be some misconceptions.

The main difference is that either there's a fixed numerical range to represent light, like its intensity can go from 0 to 1.0 or sometimes 2.0; or it can go from 0 to any desired level. In the first case a simple 8-bit integer is used to represent intensity with values from 0 to 255, but for HDR you need a higher range and dynamically adjusted precision, so the internal representation is a floating point number. Google it if you need a better representation, the short summary is that the decimal point in the number can be "moved" to provide a wider range.

Once you start to use HDR and floats, all that depends on the kind of data you use is precision. Even if you only have 10 bits for the entire number (X360s format) you can still use a very wide range of light intensities compared to what 8 bit integer provides. So it is not "MDR", only low precision HDR, there is no such thing as "MDR".
 
Something about the consistency between light and dark areas looks way off. Something to do with HDR or lack of it?
Image just looks clipped/burned. It doesn't necessarily means lack of HDR, but this usually does mean that the range is not large enough for the shadows/highlights (although this can also be an artistic choice).
 
watch the game trailers review, the texture pop up can be as bad as some of the worse UE3 game on 360. Wonder if the PS3 version load faster.
 
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