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

Anyone here who would be able to figure out the native rendering resolution and AA of the "CS:GO" Xbox 360 version from what apparently is shown over there for example:

http://xboxlife.tw/show.php?fid=2&tid=3255

?

Well, it has some compression artifacts but I did some pixel counting and it looks native 720p, to me. On AA, I can't tell, I only know they did a good job on this.

Let's wait for the more experienced users... :LOL:
 

they're definitively doing some funny stuff in these screenshots

first shot is 1920x1080 has xbox buttons probably their internal pc build with a 360 controller
the other shots are all ps3 1280x720 none of the images indicate any AA.

then there are these images where the interface is at a much higher resolution. where either they are faked, or combining frame buffers of differing resolutions which i doubt.

http://images.gamersyde.com/image_dead_or_alive_5-20049-2380_0001.jpg
http://gamersyde.com/pop_images_dead_or_alive_5-20049-2.html
 
No frame rate difference there or IQ without motion blur (in 2D), but I'm curious if there are any differences between the two console versions. Someone had mentioned the 360 version appeared to be running at a lower res during E3 and SDCC demonstrations.

Of course, it should be noted that the arcade version itself uses a dynamic res system depending on the number of characters and effects on screen, dropping as low as 800x720:

http://gigazine.net/news/20110907_tekken_cedec2011/

Scroll down for the slides.
 
Darn, I am not a graphic-whore but this turned out to be one of the worst looking games this generation taking into account we are in 2012 and AF and AA are more common in games these days.

The game doesn't look that bad, it's just that for a fighting game that only has to show two characters on screen I expect better.
 
Darn, I am not a graphic-whore but this turned out to be one of the worst looking games this generation taking into account we are in 2012 and AF and AA are more common in games these days.

The game doesn't look that bad, it's just that for a fighting game that only has to show two characters on screen I expect better.


While this isn't the topic to discuss the engine or what it's doing lighting wise and vertex processing, check out the slides I linked earlier. The engine handles up to FOUR characters with scalable resolutions. It's got higher poly counts than any fighter out there too.

IQ wise, it's definitely lacking though.
 
Why FXAA? What about SMAA?

the SMAA injection on pc does work with sub pixel level very well, FXAA is already up and running on both current gen consoles should be easy to implement. Think SMAA is also more expensive, this game need to stay above 60 fps at all time to maintain the 60 fps.

Does anyone here know if the retail versions for PS3 and Xbox 360 are doing the same :???::eek:;)?

Base on current feedback, seems like both version are identical, some earlier report said 360 version will have some frame drops in some situation that is not present in the PS3 version, not sure if its true.
 
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