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

Thanks for your reply, but:

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.


The question was more like: does anyone here know if the console versions (PS3 and Xbox 360) also drop as low as 800x720, like the arcade version apparently is doing, according to what "SG79" posted?

;)
 

Anyone here who would be able to figure out the native rendering resolution(s)?

And is there anyone here who would be able to explain what those "interlacing" like "artifacts" in the following pictures for example are:

http://livedoor.blogimg.jp/ps360/imgs/5/b/5b1eb84d.png
http://livedoor.blogimg.jp/ps360/imgs/9/4/946b1fea.png
http://livedoor.blogimg.jp/ps360/imgs/3/9/3989666b.png

?

:???:

Apparently it is also shown/explained in the link which "SG79" posted:



?

But is this 720i or what :eek::p:D;)? Or is it 720p? Or what is it ;)?
 
I'm assuming it's because the motion blur would have been too costly otherwise. There's a picture highlighting the same artifacts in the presentation as well.

P1960777_m.jpg
 
what is so different about Tekken motion blur compare to every other fighting game that has motion blur? Such a huge compromise in many things.
 
what is so different about Tekken motion blur compare to every other fighting game that has motion blur? Such a huge compromise in many things.

What other fighting games are you talking about? There's no motion blur in Soul Calibur, Street Fighter or Mortal Kombat.

Fighting games all about motion, and that's when the blur (which is really accomplished) makes Tekken look really slick.
 
Another question:



Is there anyone here who woule be able to elaborate further on that "not always?" part of the quote above?

Does anyone here know what is the lowest resolution it can drop to (dynamically?)?

Maybe the pictures over there for example:

http://www.gamersyde.com/news_tekken_dark_resurrection_online_images-4733_en.html

would be useful for that?
It doesn't uses a dynamic framebuffer as far as I know.
The"not always" is because some arenas run at a lower resolution than others which run at 1080p.
 



their method of mo-blur is questionable, but if i remember most games using it have sufficient drops in frames. so it's good that it can be on or off and scale too. but It does kinda look dated when the rez drops and the mo-blur interlaces. I remember Doa4 not looking this washed out when things got hectic, and it managed to have tag mode and big levels. though even with that said, Rage still holds the crown on how far you can go despite with even a 60 fps compromise.

In most cases the game looks pretty good, in others decent, and in the worst cases a bit dated. 720p should always be in their mind especially for a fighting game when things are contained with minimal environmental distractions if any, or at least compensate with good multisampling.
 
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Gitaroo said:
This isnt the same "motion" blur?

http://www.sg.hu/kep/2005_12/doa4_2.jpg

SF4 has the same as DOA4, when you do a super, and many other games.

SF4 does some AFAIR during special and limited occasions only. Not to mention it doesnt have the large roaming stages of T6 or TTT2. I cant remember DOA doing any. Is that a bullshot? TTT2 has the most objectbased motion blur intensive visuals I have seen in any fighting if not any game that runs at 60fps
 
SF4 does some AFAIR during special and limited occasions only. Not to mention it doesnt have the large roaming stages of T6 or TTT2. I cant remember DOA doing any. Is that a bullshot? TTT2 has the most objectbased motion blur intensive visuals I have seen in any fighting if not any game that runs at 60fps

more DOA4

http://1.bp.blogspot.com/-yT6dOUHUtys/TapWt-6t5II/AAAAAAAAFGw/3_bqCiH9N5E/s1600/Nicole-458.jpg

This one is definitely not bull shot. And this too

http://www.gamingbits.com/images/spartan458_2.jpg

Still has more detail and bigger stages than TTT2 IMO.
 
It's still selective vs. TTT2's and T6 per object motion blur. Much more intensive and frankly, you have to see TTT2 running to see the scope of the stages and what's going on, aside from size.

The Soul team tried to implement per object MB but opted out of the idea. It's likely the reason why both T6 and TTT2 aren't quite HD. The motion blur does give the appearance of smoother transitions between animations and looks pretty good.
 
The DOA5 swimsuit shots seem to have 2xMSAA on them upon erm... further inspection. The DOA5 media is very inconsistent anyway - 720p/1080p, 2xAA, post-AA, no AA... gameplay vs training mode vs cut-scenes. Who knows, maybe they handle photomode differently as well.

Would you now be able to figure out the native rendering resolution and AA of the Xbox 360 retail version of "DOA5", from what appears to be shown over there for example:

http://xboxlife.tw/show.php?fid=3&tid=1054

http://www.jeuxvideo.com/articles/0001/00017620-dead-or-alive-5-test.htm

?

:mrgreen:;)
 
576p was the lowest in Kasumi's power blow shot. Ayane's shot was a bit higher. Mila was low as well.

The rest were 720p - odd considering some of them don't look much easier to render than the above three (Hitomi/Helena power blows + Jann falling off for example). Maybe it switches really quickly during that sequence.

What's more distracting about the game is the poop texture filtering (either no mip mapping or just insane LOD bias), just like previous TN games - lots and lots of shimmering.
 
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